Gaming Machine Having Input Device Starting Special Game And Playing Method Thereof

ABSTRACT

A slot machine  1  of the invention includes: a base game executed in response to a player&#39;s bet; a bonus game different from the base game; a RAM  43  that accumulatively stores the number of bonus game start flags which are awarded when the base game yields a predetermined result; and a bonus game bet button  28  and a bonus game start button  29  that receive an input by the player. The slot machine  1  executes the base game; when the base game yields a predetermined result, accumulatively stores the number of bonus game start flags according to the result in the RAM  43;  receives an input inputted through the bonus game bet button  28  and the bonus game start button  29  at any timing; when the input is a bet on the bonus game, determines whether there are a predetermined number or more of bonus game start flags; and when there are a predetermined number or more of bonus game start flags, consumes one or more of the bonus game start flags and executes the bonus game, based on the timing at which the input is received.

CROSS REFERENCE TO RELATED APPLICATION

The present application claims priority from provisional application No.61/041,345, which was filed on Apr. 1, 2008, the entire disclosure ofwhich is herein incorporated by reference.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to a gaming machine and a control methodthereof.

2. Description of Related Art

The gaming machine includes a slot machine, for example. In a known slotmachine, when a player inserts a game medium such as a coin or bill intoan insertion slot of the gaming machine and presses a start button,symbols are scroll-displayed in a display mounted on a front of acabinet and the symbols are then stopped automatically.

In such gaming machine, as disclosed in U.S. Pat. No. 6,604,999 B2 orU.S. Patent No. 2002065124A1, for example, when the symbols stopped on awinning line forms a predetermined combination, a predetermined numberof game media are paid out as a win. In addition, when a certain symbolreferred to as scatter symbol is displayed on the display, apredetermined number of game media are paid out in accordance with thenumber of scatter symbols displayed, irrespective of the winning line.

In the known slot machines, a bonus game may be executed when apredetermined condition is met, separately from a base game in which apredetermined number of game media are paid out in accordance with acombination of symbols or the number of scatter symbols. Since thisbonus game is not executed at a timing that a player desires, the playermay feel stressed.

Accordingly, an object of the invention is to provide a gaming machineproviding an entertainment characteristic which is not brought about bythe above mentioned prior art, and a playing method thereof.

To be more specific, an object of the invention is to provide a gamingmachine having an entertainment characteristic that maintains player'sdesire to continue playing a game by relieving stress to be imposed onthe player, and a playing method thereof.

SUMMARY OF THE INVENTION

The present invention deals with a gaming machine including: a specialgame flag memory that accumulatively stores the number of special gamestart flags which are awarded when a base game executed in response to aplayer's bet yields a predetermined result; an input device thatreceives an input by the player; and a controller that carries out thesteps of: (a1) executing the base game; (a2) when the base game yields apredetermined result, accumulatively storing, in the special game flagmemory, the number of special game start flags according to the result;(a3) receiving an input inputted through the input device at any timing;(a4) when the input is a bet on a special game different from the basegame, determining whether there are a predetermined number or more ofspecial game start flags; and (a5) when there are a predetermined numberor more of special game start flags, consuming one or more of thespecial game start flags and executing the special game, based on thetiming at which the input is received.

In other words, the present invention deals with a gaming machineincluding: a base game executed in response to a player's bet; a specialgame different from the base game; a special game flag memory thataccumulatively stores the number of special game start flags which areawarded when the base game yields a predetermined result; an inputdevice that receives an input by the player; and a controller that isprogrammed to carry out the steps of: (a1) executing the base game; (a2)when the base game yields a predetermined result, accumulativelystoring, in the special game flag memory, the number of special gamestart flags according to the result; (a3) receiving an input inputtedthrough the input device at any timing; (a4) when the input is a bet onthe special game, determining whether there are a predetermined numberor more of special game start flags; and (a5) when there are apredetermined number or more of special game start flags, consuming oneor more of the special game start flags and executing the special game,based on the timing at which the input is received.

According to the above structure, a base game executed in response to aplayer's bet is executed. When the base game yields a predeterminedresult, the number of special game start flags according to the resultis accumulatively stored in a special game flag memory. An inputinputted through the input device is received at any timing. When theinput is a bet on the special game, it is determined whether there are apredetermined number or more of special game start flags. When there area predetermined number or more of special game start flags, one or moreof the special game start flags are consumed and a special gamedifferent from the base game is executed, based on the timing at whichthe input is received.

Thereby, a player can play a special game only by using one or more ofthe special game start flags that are acquired when the base game yieldsa predetermined result. Furthermore, the player can use one or more ofthe special game start flags to play a special game at any timing. As aresult, the player can play the special game at a timing that the playerdesires and relieve stress. Hence, the game can be continuously played.

The present invention deals with a gaming machine including: a specialgame flag memory that accumulatively stores one or more special gamecredits for a special game different from a base game executed inresponse to a player's bet, which are awarded when the base game yieldsa predetermined result; an input device that receives an input by theplayer; and a controller that carries out the steps of: (b1) executingthe base game; (b2) when the base game yields a predetermined result,accumulatively storing, in the special game flag memory, one or morespecial game credits according to the result; (b3) receiving an inputinputted through the input device at any timing; (b4) when the input isa bet on the special game, determining whether there are a predeterminednumber or more of special game credits; and (b5) when there are apredetermined number or more of special game credits, consuming one ormore of the special game credits and executing the special game, basedon the timing at which the input is received. In other words, thepresent invention deals with a gaming machine including: a base gameexecuted in response to a player's bet; a special game different fromthe base game; a special game flag memory that accumulatively stores oneor more special game credits which are awarded when the base game yieldsa predetermined result; an input device that receives an input by theplayer; and a controller.

The controller is programmed to carry out the steps of: (b1) executingthe base game; (b2) when the base game yields a predetermined result,accumulatively storing, in the special game flag memory, one or morespecial game credits according to the result; (b3) receiving an inputinputted through the input device at any timing; (b4) when the input isa bet on the special game, determining whether there are a predeterminednumber or more of special game credits; and (b5) when there are apredetermined number or more of special game credits, consuming one ormore of the special game credits and executing the special game, basedon the timing at which the input is received.

According to the above structure, a base game executed in response to aplayer's bet is executed. When the base game yields a predeterminedresult, one or more special game credits according to the result areaccumulatively stored in a special game flag memory. An input inputtedthrough the input device is received at any timing. When the input is abet on the special game, it is determined whether there are apredetermined number or more of special game credits. When there are apredetermined number or more of special game credits, one or more of thespecial game credits are consumed and the special game different fromthe base game is executed, based on the timing at which the input isreceived.

Thereby, a player can play a special game only by using one or more ofthe special game credits that are acquired when the base game yields apredetermined result. Furthermore, the player can use one or more of thespecial game credits to play a special game at any timing. As a result,the player can play the special game at a timing that the player desiresand can relieve stress. Hence, a game can be continuously played.

The present invention deals with gaming machine including: a symboldisplay area in which a plurality of symbols including one or morespecial symbols are arranged; a special game flag memory thataccumulatively stores one or more special game credits for a specialgame different from a base game which is executed in response to aplayer's bet and which awards a payout in accordance with a relationamong the symbols arranged, the special game credits being awarded whenthe one or more special symbols form a predetermined arrangement in thesymbol display area as a result of the base game; an input device thatreceives an input by the player; and a controller that carries out thesteps of: (c1) executing the base game; (c2) determining whether the oneor more special symbols form a predetermined arrangement in the symboldisplay area as a result of the base game; (c3) when the one or morespecial symbols form a predetermined arrangement, accumulativelystoring, in the special game flag memory, one or more special gamecredits according to the arrangement; (c4) receiving an input inputtedthrough the input device at any timing; (c5) when the input is a bet onthe special game, determining whether there are a predetermined numberor more of special game credits; and (c6) when there are a predeterminednumber or more of special game credits, consuming one or more of thespecial game credits and executing the special game, based on the timingat which the input is received. In other words, the present inventiondeals with a gaming machine including: a symbol display area in which aplurality of symbols including one or more special symbols are arranged;a base game that is executed in response to a player's bet, and awards apayout in accordance with a relation among the symbols arranged; aspecial game different from the base game; a special game flag memorythat accumulatively stores one or more special game credits which areawarded when the one or more special symbols form a predeterminedarrangement in the symbol display area as a result of the base game; aninput device that receives an input by the player; and a controller.

The controller is programmed to carry out the steps of: (c1) executingthe base game; (c2) determining whether the one or more special symbolsform a predetermined arrangement in the symbol display area as a resultof the base game; (c3) when the one ore more special symbols form apredetermined arrangement, accumulatively storing, in the special gameflag memory, one or more special game credits according to thearrangement; (c4) receiving an input inputted through the input deviceat any timing; (c5) when the input is a bet on the special game,determining whether there are a predetermined number or more of specialgame credits; and (c6) when there are a predetermined number or more ofcredits, consuming one or more of the special game credits and executingthe special game, based on the timing at which the input is received.

According to the above structure, a base game that is executed inresponse to a player's bet, and awards a payout in accordance with arelation among symbols arranged in a symbol display area, is executed.It is determined whether one or more special symbols form apredetermined arrangement in the symbol display area as a result of thebase game. When the one or more specials symbols form a predeterminedarrangement, one or more special game credits according to the result ofthe base game are accumulatively stored in a special game flag memory.An input inputted through the input device is received at any timing.When the input is a bet on the special game, it is determined whetherthere are a predetermined number or more of special game credits. Whenthere are a predetermined number or more of special game credits, one ormore of the special game credits stored in the special game flag memoryare consumed and the base game is executed, based on the timing at whichthe input is received.

Thereby, a player can play a special game only by using one or more ofthe special game credits that are acquired in the base game when the oneor more special symbols form a predetermined arrangement in the symboldisplay area. Furthermore, the player can use one or more of the specialgame credits to play a special game at any timing. As a result, theplayer can play the special game at a timing that the player desires,and can relieve stress. Hence, the player can continuously play thegame.

In addition, one or more special game credits are awarded when the oneor more special symbols form a predetermined arrangement. Thus, theplayer is able to fix the eyes on the one or more special symbols whilefocusing on the base game. An improved entertainment characteristic isthus provided.

The present invention deals with a gaming machine including: a specialgame flag memory that accumulatively stores one or more special gamecredits for a special game different from a base game which is executedin response to a player's bet, which are awarded when the base gameyields a predetermined result; a notifying information display area thatdisplays the number of special game credits to be stored in the specialgame flag memory; an input device that receives an input by the player;and a controller that carries out the steps of: (d1) executing the basegame; (d2) when the base game yields a predetermined result,accumulatively storing, in the special game flag memory, one or morespecial game credits according to the result; (d3) receiving an inputinputted through the input device at any timing; (d4) when the input isa bet on the special game, determining whether there are a predeterminednumber or more of special game credits; (d5) when there are apredetermined number or more of special game credits, consuming one ormore of the special game credits and executing the special game, basedon the timing at which the input is received; and (d6) updating thenumber of special game credits to be displayed in the notifyinginformation display area, based on the timings at which the one or moreof the special game credits are accumulatively stored and consumed. Inother words, the present invention deals with a gaming machineincluding: a base game executed in response to a player's bet; a specialgame different from the base game; a special game flag memory thataccumulatively stores one or more special game credits which are awardedwhen the base game yields a predetermined result; a notifyinginformation display area that displays the number of special gamecredits to be stored in the special game flag memory; an input devicethat receives an input by the player; and a controller.

The controller is programmed to carry out the steps of: (d1) executingthe base game; (d2) when the base game yields a predetermined result,accumulatively storing, in the special game flag memory, one or morespecial game credits, according to the result; (d3) receiving an inputinputted through the input device at any timing; (d4) when the input isa bet on the special game, determining whether there are a predeterminednumber or more of special game credits; (d5) when there are apredetermined number or more of special game credits, consuming one ormore of the special game credits and executing the special game, basedon the timing at which the input is received; and (d6) updating thenumber of special game credits to be displayed on the notifyinginformation display area, based on the timings at which the one or morespecial game credits are accumulatively stored and consumed.

According to the above structure, a base game executed in response to aplayer's bet is executed. When the base game yields a predeterminedresult, one or more special game credits according to the result areaccumulatively stored in a special game flag memory. An input inputtedthrough the input device is received at any timing. When the input is abet on the special game, it is determined whether there are apredetermined number or more of special game credits. When there are apredetermined number or more of special game credits, one or more of thespecial game credits are consumed, and the special game different fromthe base game is executed, based on the timing at which the input isreceived. Based on the timings at which the one or more special gamecredits to be stored in the special game flag memory are accumulativelystored and consumed, the number of special game credits to be displayedon the notifying information display area is updated.

Thereby, a player can play a special game only by using one or more ofthe special game credits that are acquired when the base game yields apredetermined result. Furthermore, the player can use one or more of thespecial game credits to play a special game at any timing. As a result,the player can play the special game at a timing that the playerdesires, and can relieve stress. Hence, the player can continuously playthe game.

In addition, the number of special game credits to be displayed on thenotifying information display is updated based on the timings at whichone or more of special game credits are accumulatively stored andconsumed. Thus, the player can easily recognize the number of specialgame credits. In addition, player's desire to continue collecting morespecial game credits, is further increased.

The invention deals with a gaming machine including: a symbol displayarea in which a plurality of symbols including one or more specialsymbols are arranged; a base game that is executed in response to aplayer's bet, and awards a payout in accordance with a relation amongthe symbols arranged; a special game different from the base game; aspecial game flag memory that accumulatively stores one or more specialgame credits for a special game different from a base game which isexecuted in response to a player's bet and which awards a payout inaccordance with a relation among the symbols arranged, the special gamecredits being awarded when the special symbols form a predeterminedarrangement in the symbol display area as a result of the base game; anotifying information display area that displays the number of specialgame credits to be stored in the special game flag memory; an inputdevice that receives an input by the player; and a controller thatcarries out the steps of: (e1) executing the base game; (e2) determiningwhether the one or more special symbols form a predetermined arrangementin the symbol display area, as a result of the base game; (e3) when thespecial symbols form a predetermined arrangement, accumulativelystoring, in the special game flag memory, one or more special gamecredits according to the arrangement; (e4) receiving an input inputtedthrough the input device at any timing; (e5) when the input is a bet onthe special game, determining whether there are a predetermined numberor more of special game credits; (e6) when there are a predeterminednumber or more of special game credits, consuming one or more of thespecial game credits and executing the special game, based on the timingat which the input is received; and (e7) updating the number of specialgame credits to be displayed in the notifying information display area,based on the timings at which the one or more of the special gamecredits are accumulatively stored and consumed. In other words, theinvention deals with a gaming machine including: a symbol display areain which a plurality of symbols including one or more special symbolsare arranged; a base game that is executed in response to a player'sbet, and awards a payout in accordance with a relation among the symbolsarranged; a special game different from the base game; a special gameflag memory that accumulatively stores one or more special game creditswhich are awarded when the one or more special symbols form apredetermined arrangement in the symbol display area as a result of thebase game; a notifying information display area that displays the numberof special game credits to be stored in the special game flag memory; aninput device that receives an input by the player; and a controller.

The controller is programmed to carry out the steps of (e1) executingthe base game; (e2) determining whether the one or more special symbolsform a predetermined arrangement in the symbol display area as a resultof the base game; (e3) when the one or more special symbols form apredetermined arrangement, accumulatively storing, in the special gameflag memory, one or more special game credits according to thearrangement; (e4) receiving an input inputted through the input deviceat any timing; (e5) when the input is a bet on the special game,determining whether there are a predetermined number or more of specialgame credits; (e6) when there are a predetermined number or more ofspecial game credits, consuming one or more of the special game creditsand executing the special game, based on the timing at which the inputis received; and (e7) updating the number of special game credits to bedisplayed on the notifying information display area, based on thetimings at which the one or more special game credits are accumulativelystored and consumed.

According to the above structure, a base game that is executed inresponse to a player's bet, and awards a payout in accordance with arelation among symbols arranged in a symbol display area, is executed.It is determined whether one or more special symbols form apredetermined arrangement in the symbol display area as a result of thebase game. When the one or more specials symbols form a predeterminedarrangement, one or more special game credits according to the resultare accumulatively stored in a special game flag memory. An inputinputted through the input device is received at any timing. When theinput is a bet on the special game, it is determined whether there are apredetermined number or more of special game credits to be stored in thespecial game flag memory. When there are a predetermined number or moreof special game credits, one or more of the special game credits storedin the special game flag memory is consumed, and the special gamedifferent from the base game is executed, based on the timing at whichthe input is received. Based on the timings at which one or more of thespecial game credits to be stored in the special game flag memory areaccumulatively stored and consumed, the number of special game creditsto be displayed on the notifying information display area is updated.

Thereby, a player can play a special game only by using one or more ofthe special game credits that are acquired in the base game when thespecial symbols form a predetermined arrangement in the symbol displayarea. Furthermore, the player can use the special game credits to play aspecial game at any timing. As a result, the player can play the specialgame at a timing that the player desires, and relieve stress. Hence, thegame can be continuously played.

In addition, one or more special game credits are awarded when the oneor more special symbols form a predetermined arrangement. Thus, theplayer is able to fix the eyes on the one or more special symbols whilefocusing on the base game. An entertainment characteristic is thusimproved.

In addition, the number of special game credits to be displayed on thenotifying information display area is updated based on the timings atwhich the one or more special game credits are accumulatively stored andconsumed. Thus, the player can easily recognize the number of specialgame credits. In addition, player's desire to continue collecting morespecial game credits is further increased.

The present invention relates to a playing method of a gaming machinehaving a base game executed in response to a player's bet; a specialgame flag memory that accumulatively stores one or more special gamecredits for a special game different from a base game which is executedin response to a player's bet, the special game credits being awardedwhen the base game yields a predetermined result; and an input devicethat receives an input by the player, the playing method including thesteps of: (f1) executing the base game; (f2) when the base game yields apredetermined result, accumulatively storing, in the special game flagmemory, one or more special game credits according to the result; (f3)receiving an input inputted through the input device at any timing; (f4)when the input is a bet on the special game, determining whether thereare a predetermined number or more of special game credits; and (f5)when there are a predetermined number or more of special game credits,consuming one or more of the special game credits and executing thespecial game, based on the timing at which the input is received.

In other words, the present invention relates to a playing method of agaming machine including: a base game requiring a player's bet; aspecial game different from the base game; a special game flag memorythat accumulatively stores one or more special game credits which areawarded when the base game yields a predetermined result; and an inputdevice that receives an input by the player, wherein the playing methodof the gaming machine includes the steps of: (f1) executing the basegame; (f2) when the base game yields a predetermined result,accumulatively storing, in the special game flag memory, one or morespecial game credits according to the result; (f3) receiving an inputinputted through the input device at any timing; (f4) when the input isa bet on the special game, determining whether there are a predeterminednumber or more of special game credits; and (f5) when there are apredetermined number or more special game credits, consuming one or moreof the special game credits and executing the special game, based on thetiming at which the input contents are received.

According to the above structure, a base game executed in response to aplayer's bet is executed. When the base game yields a predeterminedresult, one or more of special game credits according to the result areaccumulatively stored in a special game flag memory. An input inputtedthrough the input device is received at any timing. When the input is abet on the special game, it is determined whether there are apredetermined number or more of special game credits. When there are apredetermined number or more of special game credits, one or more of thespecial game credits are consumed and a special game different from thebase game is executed, based on the timing at which the input isreceived.

Thereby, a player can play a special game only by using one or more ofthe special game credits that are acquired when the base game yields apredetermined result. Furthermore, the player can use one or more of thespecial game credits to play a special game at any timing. As a result,the player can play the special game at a timing that the player desiresand relieve stress. Hence, the player can continuously play the game.

BRIEF DESCRIPTION OF THE DRAWINGS

Other and further objects, features and advantages of the invention willappear more fully from the following description taken in connectionwith the accompanying drawings, in which:

FIG. 1 illustrates a playing method of a gaming machine;

FIG. 2 is a block diagram of a gaming machine;

FIG. 3 illustrates a display state of a middle liquid crystal panelaccording to a first embodiment;

FIG. 4 illustrates a display state of a middle liquid crystal panelaccording to a first embodiment;

FIG. 5 shows symbols and code numbers thereof;

FIG. 6 illustrates paylines on a middle liquid crystal panel;

FIG. 7 is a perspective view showing an external appearance of a slotmachine according to a first embodiment;

FIG. 8 is a block diagram showing an electrical structure of a slotmachine;

FIG. 9 is a block diagram showing an electrical structure of a graphicboard of a slot machine;

FIG. 10 shows a payout management table of a first embodiment;

FIG. 11 is a flow chart of a booting process that is executed in a slotmachine;

FIG. 12 is a flow chart of an initial process that is executed in a slotmachine;

FIG. 13 is a flow chart of a game executing process that is executed ina slot machine of a first embodiment;

FIG. 14 is a flow chart of a game executing process that is executed ina slot machine of a first embodiment;

FIG. 15 illustrates a display state of a middle liquid crystal panelaccording to a second embodiment;

FIG. 16 shows a payout management table of a second embodiment;

FIG. 17 is a flow chart of a game executing process that is executed ina slot machine of a second embodiment; and

FIG. 18 is a flow chart of a game executing process that is executed ina slot machine of a second embodiment.

DESCRIPTION OF THE PREFERRED EMBODIMENTS

The following describes an embodiment of a gaming machine and playingmethod thereof according to the present invention.

(Outline of the Gaming Machine)

As shown in FIG. 1, a gaming machine (slot machine 1) has a structure inwhich a player can play a bonus game, which is a special game, by usinga bonus game start flag that is acquired when a base game yields apredetermined result. Furthermore, the gaming machine has a structure inwhich a player can play a bonus game at any timing by using the bonusgame start flag.

To be more specific, the gaming machine includes: a base game executedin response to a player's bet; a bonus game different from the basegame; a bonus game flag memory that accumulatively stores the number ofbonus game start flags which are awarded when the base game yields apredetermined result; an input device that receives an input by theplayer; and a controller that is programmed to carry out the steps of(a1) to (a5).

In the step of (a1), the controller executes the base game. In the stepof (a2), when the base game yields a predetermined result, thecontroller accumulatively stores, in the bonus game flag memory, thenumber of bonus game start flags according to the result. In the step of(a3), the controller receives an input inputted through the inputdevice, at any timing. In the step of (a4), when the input is a bet onthe bonus game, the controller determines whether there are apredetermined number or more of bonus game start flags. In the step of(a5), when there are a predetermined number or more of bonus game startflags, the controller consumes one or more of the bonus game start flagsand executes the bonus game, based on the timing at which the input isreceived.

Thus, a player can play a bonus game only by using one or more of thebonus game start flags that are acquired when the base game yields apredetermined result. Furthermore, the player can use one or more of thebonus game start flags to play a bonus game at any timing. As a result,the player can play the bonus game at a timing that the player desiresand this relieves player's stress. Hence, a game can be continuouslyplayed.

Here, the “gaming machine” may be a one player-type machine such as aslot machine 1. Alternatively, the “gaming machine” may be amultiplayer-type machine. For example, more than one slot machines 1 maybe data-communicably connected to one another, thereby constituting amultiplayer-type gaming machine.

The “input device” is not particularly limited as long as an input ispossible in response to a player's operation. In other words, the inputdevice may be an operation button realizing an input by contact andrelease of a mechanical contact point, a touch panel provided to aliquid crystal screen or the like. Furthermore, the input device may bea device realizing an input by a data communication of a wireless signalsuch as sound, light, electric waves or the like.

The “base game” is an essential main game of a gaming machine, which aplayer mainly plays. A player bets a predetermined amount of game valueto play a base game, and a payout is awarded when the base game yields apredetermined result.

The “bonus game” is a game different from the “base game”, and can beplayed when a player has a bonus game flag. In this embodiment, thebonus game is a game executed under a state that is more advantageous toa player than that of the base game. In addition, the number of bonusgames of the gaming machine is not limited.

In addition, the “game that is executed under a state that is moreadvantageous to a player” is not particularly limited as long as it ismore advantageous than the base game. For example, it may include astate in which it is possible to obtain more game media than in the basegame, a state in which it is possible to obtain a game medium in ahigher probability than in the base game, a state in which a game mediumis less consumed than in the base game, or the like.

The “bonus game flag memory” accumulatively stores therein a bonus flag.When a base game yields a predetermined result, a bonus game flag isstored in the bonus game flag memory.

The “bonus game flag” is necessary for a player to play a “bonus game.”Meantime, the bonus game flag may be the number of bonus games or acredit amount for a bonus game.

As shown in FIG. 1, the gaming machine has a structure in which a playercan play a bonus game by using one or more bonus game credits which areawarded when the base game yields a predetermined result. Further, thegaming machine has a structure in which a player can play a bonus gameat any timing by using bonus game credits.

To be more specific, the gaming machine includes: a base game executedin response to a player's bet; a bonus game different from the basegame; a bonus game flag memory that accumulatively stores one or morebonus game credits which are awarded when the base game yields apredetermined result; an input device that receives an input by theplayer; and a controller that is programmed to carry out the steps of(b1) to (b5).

Specifically, in the step of (b1), the controller executes the basegame. In the step of (b2), when the base game yields a predeterminedresult, the controller accumulatively stores, in the bonus game flagmemory, one or more bonus game credits according to the result. In thestep of (b3), the controller receives an input inputted through theinput device at any timing. In the step of (b4), when the input is a beton the bonus game, the controller determines whether there are apredetermined number or more of bonus game credits. In the step of (b5),when there are a predetermined number or more of bonus game credits, thecontroller consumes one or more of the bonus game credits and executesthe bonus game, based on the timing at which the input is received.

In other words, executed is a playing method including the steps of:executing the base game; when the base game yields a predeterminedresult, accumulatively storing, in the bonus game flag memory, one ormore bonus game credits according to the result; receiving an inputinputted through the input device at any timing; when the input is a beton the bonus game, determining whether there are a predetermined numberor more of bonus game credits; and when there are a predetermined numberor more of bonus game credits, consuming one or more of the bonus gamecredits and executing the bonus game, based on the timing at which theinput is received.

Thus, a player can play a bonus game only by using one or more of thebonus game credits that are acquired when the base game yields apredetermined result. Furthermore, the player can use one or more of thebonus game credits to play a bonus game at any timing. As a result, theplayer can play the bonus game at a timing that the player desires andthis relieves stress. Hence, a game can be continuously played.

Here, the “bonus game credit” is necessary for a player to play a “bonusgame” and means a bonus game flag. In this embodiment, when a base gameyields a predetermined result, a “bonus game credit” is awarded to aplayer. In addition, a bonus game is executed by consuming apredetermined number of bonus game credits.

In the meantime, “awarding one or more bonus game credits to a player”means that “the gaming machine accumulatively stores one or more bonusgame credits in the bonus game flag memory.” In addition, “consuming oneor more of the bonus game credits” means that “the gaming machinesubtracts the number of credits that is required to execute a bonus gamefrom the number of bonus game credits stored in the bonus game flagmemory.”

Further, as shown in FIG. 1, the gaming machine may have such astructure that when one or more bonus symbols 190 form a predeterminedarrangement, one or more bonus game credits are awarded to a player.

To be more specific, the gaming machine includes: a symbol display area150 in which symbols 180 including one or more bonus symbols 190 arearranged; a base game that is executed in response to a player's bet andawards a payout in accordance with a relation among the symbols 180arranged; a bonus game different from the base game; a bonus game flagmemory that accumulatively stores one or more bonus game credits whichare awarded when the one or more bonus symbols 190 form a predeterminedarrangement in the symbol display area 150 as a result of the base game;an input device that receives an input by the player; and a controllerthat is programmed to carry out the steps of (c1) to (c6).

Specifically, in the step of (c1), the controller executes the basegame. In the step of (c2), the controller determines whether one or morebonus symbols 190 form a predetermined arrangement in the symbol displayarea 150 as a result of the base game. In the step of (c3), when one ormore bonus symbols 190 form a predetermined arrangement, the controlleraccumulatively stores, in the bonus game flag memory, one or more bonusgame credits according to the arrangement. In the step of (c4), thecontroller receives an input inputted through the input device at anytiming. In the step of (c5), when the input is a bet on the bonus game,the controller determines whether there are a predetermined number ormore of bonus game credits. In the step of (c6), when there are apredetermined number or more of bonus game credits, the controllerconsumes one or more of the bonus game credits and executes the bonusgame, based on the timing at which the input is received.

Thus, a player can play a bonus game only by using one or more of thebonus game credits that are acquired in the base game when one or morebonus symbols 190 form a predetermined arrangement in the symbol displayarea 150. Furthermore, the player can use the one or more of the bonusgame credits to play a bonus game at any timing. As a result, the playercan play the bonus game at a timing that the player desires, and thisrelieves stress. Hence, a game can be continuously played.

In addition, one or more bonus game credits are awarded when the one ormore bonus symbols 190 form a predetermined arrangement. Thus, theplayer is able to fix the eyes on the one or more bonus symbols 190while focusing on the base game. An improved entertainmentcharacteristic is thus provided.

Here, the “arrangement” means a state in which the symbols 180 arevisually identifiable by a player. That is, in FIG. 1, it means a statethat the symbols 180 are displayed in symbol display area 150 (displaywindows 151 to 153). In the meantime, the “rearrangement” meansarranging the symbols 180 again after releasing the arrangement of thesymbols 180. Meanwhile, “rearrangement” used in this embodiment is notlimited to the above and includes the meaning of “arrangement.”

In addition, as shown in FIG. 1, the gaming machine may have a structureof updating the number of bonus game credits to be displayed on anotifying information display area 160, based on the timings at whichone or more bonus game credits are accumulatively stored and consumed.

To be more specific, the gaming machine may include: a base gameexecuted in response to a player's bet; a bonus game different from thebase game; a bonus game flag memory that accumulatively stores one ormore bonus game credits which are awarded when the base game yields apredetermined result; a notifying information display area 160 thatdisplays the number of bonus game credits to be stored in the bonus gameflag memory; an input device that receives an input by the player; and acontroller that is programmed to carry out the steps of (d1) to (d6).

Specifically, in the step of (d1), the controller executes the basegame. In the step of (d2), when the base game yields a predeterminedresult, the controller accumulatively stores, in the bonus game flagmemory, one or more bonus game credits according to the result. In thestep of (d3), the controller receives an input inputted through theinput device at any timing. In the step of (d4), when the input is a beton the bonus game, the controller determines whether there are apredetermined number or more of bonus game credits. In the step of (d5),when there are a predetermined number or more of bonus game credits, thecontroller consumes one or more of the bonus game credits and executesthe bonus game, based on the timing at which the input is received. Inthe step of (d6), the controller updates the number of bonus gamecredits to be displayed on the notifying information display area 160,based on the timings at which the one or more bonus game credits areaccumulatively stored and consumed.

Thus, a player can play a bonus game only by using one or more of thebonus game credits that are acquired when the base game yields apredetermined result. Furthermore, the player can use one or more of thebonus game credits to play a bonus game at any timing. As a result, theplayer can play the bonus game at a timing that the player desires andthis relieves stress. Hence, a game can be continuously played.

In addition, the number of bonus game credits to be displayed on thenotifying information display area 160 is updated based on the timingsat which the one or more of bonus game credits are accumulatively storedand consumed. Therefore, the player can easily recognize the number ofbonus game credits. In addition, player's desire to continue collectingmore bonus game credits is further increased.

In addition, as shown in FIG. 1, the gaming machine may have a structureof, when one or more bonus symbols 190 form a predetermined arrangement,awarding one or more bonus game credit to a player and updating thenumber of bonus game credits to be displayed on the notifyinginformation display area 160 based on the timings at which the one ormore bonus game credits are accumulatively stored and consumed.

To be more specific, the gaming machine includes: a symbol display area150 in which symbols 180 including one or more bonus symbols 190 arearranged; a base game that is executed in response to a player's bet andawards a payout in accordance with a relation among the symbols 180arranged; a bonus game different from the base game; a bonus game flagmemory that accumulatively stores one or more bonus game credits whichare awarded when one or more bonus symbols 190 form a predeterminedarrangement in the symbol display area 150, as a result of the basegame; a notifying information display area 160 that displays the numberof bonus game credits to be stored in the bonus game flag memory; aninput device that receives an input by the player; and a controller thatis programmed to carry out the steps of (e1) to (e7).

Specifically, in the step of (e1), the controller executes the basegame. In the step of (e2), the controller determines whether one or morebonus symbols 190 form a predetermined arrangement in the symbol displayarea 150 as a result of the base game. In the step of (e3), when the oneor more bonus symbols 190 form a predetermined arrangement, thecontroller accumulatively stores, in the bonus game flag memory, one ormore bonus game credits according to the arrangement. In the step of(e4), the controller receives an input inputted through the input deviceat any timing. In the step of (e5), when the input is a bet on the bonusgame, the controller determines whether there are a predetermined numberor more of bonus game credits. In the step of (e6), when there are apredetermined number or more of bonus game credits, the controllerconsumes one or more of the bonus game credits and executes the bonusgame, based on the timing at which the input is received. In the step of(e7), the controller updates the number of bonus game credits to bedisplayed on the notifying information display area 160, based on thetimings at which the one or more bonus game credits are accumulativelystored and consumed.

Thus, a player can play a bonus game only by using one or more bonusgame credits that are acquired in the base game when one or more bonussymbols 190 form a predetermined arrangement in the symbol display area150. Furthermore, the player can use the bonus game credits to play abonus game at any timing. As a result, the player can play the bonusgame at a timing that the player desires and this relieves stress.Hence, a game can be continuously played.

In addition, one or more bonus game credits are awarded when one or morebonus symbols 190 form a predetermined arrangement. Thus, the player isable to fix the eyes on the one or more bonus symbols 190 while focusingon the base game. An entertainment characteristic is thus improved.

In addition, the number of bonus game credits to be displayed on thenotifying information display area 160 is updated based on the timingsat which the one or more bonus game credits are accumulatively storedand consumed. Thus, the player can easily recognize the number of bonusgame credits. In addition, player's desire to continue collecting morebonus game credits is further increased.

As shown in FIG. 2, the thus structured gaming machine includes an inputdevice 102, the symbol display area 150 (display windows 151, 152, and153), the notifying information display area 160, and a controller 100.

(Input Device 102)

The input device 102 has a function of receiving an input by a player.To be more specific, the input device 102 outputs an operation by aplayer, as an operation signal, to a bet receiving unit 107 that will bedescribed later. Specifically, the an operation by a player includes abet on a base game, a bet on a bonus game or the like.

(Symbol Display Area 150)

In the symbol display area 150, the symbols 180 including the bonussymbols 190 are arranged in a base game. When the bonus symbols 190result in a predetermined arrangement in the symbol display area 150, acredit for a bonus game, which is a bonus game start flag to start abonus game, is awarded to a player.

The display area 150 may have a mechanical structure with a reel devicefor arranging the symbols 180 by rotation of a reel or an electricalstructure in which symbols 180 are arranged by a video reel displayed asan image. Further, the display area 150 may have a structure in which amechanical structure (reel) and an electrical structure (video reel) arecombined with one another.

(Notifying Information Display Area 160)

The notifying information display area 160 is structured to be able todisplay the number of bonus game credits awarded to a player. In otherwords, the notifying information display area 160 is adapted to displaythe number of bonus game credits to be stored in the bonus game flagmemory 115 that will be described later. The number of bonus gamecredits to be displayed on the notifying information display area 160are updated whenever the bonus game credits in the bonus game flagmemory 115 are increased or decreased.

To be more specific, the number of bonus game credits to be displayed inthe notifying information display area 160 are updated at a timing atwhich one or more bonus game credits are accumulatively stored in thebonus game flag memory 115. In addition, the number of bonus gamecredits to be displayed in the notifying information display area 160 isupdated at a timing at which one or more of the bonus game credits areconsumed in order to start a bonus game.

In the meantime, examples of the electrical structure of the symboldisplay area 150 and the notifying information display area 160 includea liquid crystal display device, a CRT (cathode-ray tube) device, aplasma display device, organic EL (Organic Electro-Luminescence) displaydevice or the like. In addition, the display area 150 is a matrix typehaving grids in which the symbols are respectively arranged. However,the invention is not limited thereto.

(Controller 100)

As shown in FIG. 2, the controller 100 has a bet receiving unit 107, abase game executing unit 110, an arrangement symbol determining unit105, a symbol memory 109, a display symbol memory 106, a display controlunit 111, a combination payout determining unit 112 and a payout awardunit 113.

The bet receiving unit 107 receives a bet from the input device 102.Specifically, the bet receiving unit receives an operation signaloutputted from the input device 102 and determines the operation withreference to the operation signal. Depending on the operation, the betreceiving unit 107 outputs an operation signal to the base gameexecuting unit 110 and a bonus game executing unit 108 that will bedescribed later.

To be more specific, the bet receiving unit 107 determines whether theoperation is a bet on a base game or a bet on a bonus game. When theoperation is a bet on a base game, the bet receiving unit 107 outputs anoperation signal to the base game executing unit 110. When the operationis a bet on a bonus game, the bet receiving unit 107 outputs anoperation signal to the bonus game executing unit 108.

The base game executing unit 110 controls an execution of a base game,using as a trigger an operation signal outputted from the bet receivingunit 107.

The symbol memory 109 is structured to store all the symbols 180including the bonus symbols 190. This symbol memory 109 is referred towhen the symbols 180 to be rearranged in the symbol display area 150 isdetermined in a base game. The arrangement symbol determining unit 105is structured to determine the symbols 180 to be rearranged in thesymbol display area 150. The display symbol memory 106 is structured tostore therein the symbols 180 determined by the first rearrangementsymbol determining unit 105.

The display control unit 111 is structured to rearrange (display), inthe symbol display area 150, the symbols 180 which are determined by thearrangement symbol determining unit 105 and are stored in the displaysymbol memory 106. In addition, the display control unit 111 isstructured to refer to the bonus game flag memory 115, based on thecontrol signal outputted from the bonus game executing unit 108 and thebonus symbol determining unit 108, thereby updating the display of thebonus game credits in the notifying information display area 160.

The combination payout determining unit 112 is structured to determine apayout in accordance with a relation of the symbols 180 rearranged inthe symbol display area 150, as a result of the base game. The payoutaward unit 113 is structured to award the payout determined by thecombination payout determining unit 112.

An example of the payout is a state that is advantageous to a player.Examples of the state that is advantageous to a player include a statethat a game medium is paid out in accordance with a winning combinationmade on a payline L and a state that the number of game medium to bepaid out is added to the credits. The payline L and the winningcombination will be described later. Meanwhile, examples of the “gamemedium” include a medal, a coin, a gaming ball, money, bill, and amagnetic card.

The gaming machine has the above structures, so that it can execute abase game.

In addition, the controller 100 has a bonus symbol determining unit 103,a bonus game executing unit 108, a bonus credit determining unit 114 anda bonus game flag memory 115.

The bonus symbol determining unit 103 determines whether the bonussymbols 190 result in a predetermined arrangement in the symbol displayarea 150, as a result of a base game. When the bonus symbols 190 form apredetermined arrangement, the bonus symbol determining unit 103accumulatively stores the bonus game credits in the bonus game flagmemory 115 and updates the display of the bonus game credits in thenotifying information display area 160.

To be more specific, the bonus symbol determining unit 103 refers to thesymbols 180 displayed in the symbol display area 150, which are storedin the display symbol memory 106. In addition, the bonus symboldetermining unit 103 determines whether the symbols 190 form apredetermined arrangement, based on the symbols 180 stored in thedisplay symbol memory 106. In addition, when the symbols 190 form thepredetermined arrangement, the bonus symbol determining unit 103accumulatively stores, in the bonus game flag memory 115, the bonus gamecredits in accordance with the arrangement. Further, the bonus symboldetermining unit 103 transmits a control signal to the display controlunit 111, based on the timing at which the bonus game credits areaccumulatively stored in the bonus game flag memory 115.

The bonus game flag memory 115 accumulatively stores the bonus gamecredits. The bonus game executing unit 108 controls an execution of abonus game different from the base game, using as a trigger an operationsignal outputted from the bet receiving unit 107. For example, whenstarting an execution of a bonus game, the bonus game executing unit 108subtracts a predetermined number of credits from the bonus game creditswhich are accumulatively stored in the bonus game flag memory 115, andstarts an execution of a bonus game. In addition, the bonus gameexecuting unit 108 transmits a control signal to the display controlunit 111, thereby updating the bonus game credits in the notifyinginformation display area 160.

The bonus credit determining unit 114 determines whether a predeterminednumber or more of the bonus game credits are stored in the bonus gameflag memory 115. In addition, for example, when there are more than onebonus games and bonus game credits to be consumed are different for eachbonus games, the bonus credit determining unit 114 may determine whetherthe number of the bonus game credits is not lower than the numberrequired in each bonus game.

Each block of the controller 105 may be embodied in hardware orsoftware, as required.

(Operation of the Controller 100)

First, a base game operation of the above-described controller 100 willbe described. When the input device 102 is operated so that a bet on abase game is made, an operation signal is transmitted to the base gameexecuting unit 110. The game executing unit 110 performs a control tostart an execution of the base game, based on the received operationsignal.

Then, the arrangement symbol determining unit 105 determines the symbols180 to be rearranged on the display area 150. To be more specific, thesymbols 180 to be rearranged in the display area 150 are selected fromthe symbols 180 stored in the symbol memory 150. The determined symbols180 are transmitted as a signal to the arrangement display symbol memory106 by the arrangement symbol determining unit 105. The arrangementdisplay symbol memory 106 stores therein the received symbols 180.

Then, based on a control signal from the base game executing unit 110,the display control unit 111 refers to the symbols 180 to be rearranged,in the arrangement display symbol memory 106. The display control unit111 rearranges the symbols 180 on the display area 150, based on theinformation thus referred to.

Then, based on the control signal from the base game executing unit 110,the combination payout determining unit 112 determines a payout to beawarded to a player. To be more specific, the combination payoutdetermining unit 112 refers to the symbols 180 stored in the displaysymbol memory 106, thereby determining whether the symbols 180rearranged in the symbol display area 150 form an arrangement with whicha payout is to be awarded. When awarding a payout, the combinationpayout determining unit 112 determines a payout amount or the like inaccordance with the arrangement of the symbols 180 and outputs a controlsignal to the payout award unit 113.

Then, the payout award unit 113 awards a payout to a player, based onthe control signal from the combination payout determining unit 112.

In the followings, a bonus game operation of the controller 100 will bedescribed. When the symbols 180 to be displayed in the symbol displayarea 150 are determined in a base game, the bonus symbol determiningunit 103 determines whether the bonus symbols 190 form a predeterminedarrangement in the symbol display area 150.

To be more specific, the bonus symbol determining unit 103 refers to thesymbols 180 displayed in the symbol display area 150, which are storedin the display symbol memory 106, thereby determining whether thesymbols 180 form a predetermined arrangement. Then, when the bonussymbols 190 form the predetermined arrangement, the bonus symboldetermining unit 103 accumulatively stores in the bonus game flag memory115 the bonus game credits in accordance with the arrangement.Furthermore, based on the timing at which the bonus game credits areaccumulatively stored in the bonus game flag memory 115, the bonussymbol determining unit 103 transmits a control signal to the displaycontrol unit 111. Based on the control signal from the bonus symboldetermining unit 103, the display control unit 111 refers to the bonusgame flag memory 115, thereby updating the display of the bonus gamecredits in the notifying information display area 160.

In the followings, a bonus game operation of the controller 100 will bedescribed. When the input device 102 is operated so that a bet on abonus game is made, an operation signal is transmitted to the bonus gameexecuting unit 110. The bonus game executing unit 110 outputs a controlsignal to the bonus credit determining unit 114, based on the receivedoperation signal.

Then, the bonus credit determining unit 114 determines whether apredetermined number or more of the bonus game credits are stored in thebonus game flag memory 115. When there are more than one bonus games,the bonus credit determining unit 114 determines whether the number ofthe bonus game credits is not lower than the number required in eachbonus game, and transmits a result of the determination to the gameexecuting unit 110.

When a result of the determination of the bonus credit determining unit114 is not less than the predetermined number, the bonus game executingunit 108 subtracts (consumes) a predetermined number of the bonus gamecredits stored in the bonus game flag memory, thereby performing acontrol of executing a bonus game.

In addition, based on the timing at which the predetermined number ofbonus game credits are subtracted, the bonus game executing unit 108transmits a control signal to the display control unit 111. Based on thecontrol signal from the bonus game executing unit 108, the displaycontrol unit 111 refers to the bonus game flag memory 115, therebyupdating the display of the bonus game credits in the notifyinginformation display area 160.

First Embodiment

An example will be described in which the gaming machine is applied to aslot machine 1.

(Display State)

FIGS. 3 and 4 illustrate an example of a display state on the displaywindows 151, 152, 153 on the middle liquid crystal panel 5B in the slotmachine 1 and the playing method thereof. Meantime, in this embodiment,the middle liquid crystal panel 5B arranges the symbols 180 in a videoreel manner.

As shown in FIG. 3, the middle liquid crystal panel 5B has displaywindows 151 to 153 that arrange symbols 180. The display windows 151 to153 are arranged in a center of the middle liquid crystal panel 5B. Agame of the slot machine 1 according to this embodiment executes a slotgame in the display windows 151 to 153. In the slot game, a symbolcolumn having the symbols 180 is scrolled in the display windows 151 to153 (see the top of FIG. 3). In addition, the respective display windows151 to 153 are divided into upper stages 151 a, 152 a, 153 a, middlestages 151 b, 152 b, 153 b and lower stages 151 c, 152 c, 153 c, asshown in the bottom of FIG. 3. The symbols 180 are respectively stopped(arranged) in the respective stages 151 a to 153 a, 151 b to 153 b, 151c to 153 c.

For example, in FIG. 3, a symbol of “Q” 185 is stopped in the upperstage 151 a of the display window 151, a symbol of “SUN” 181 is stoppedin the central stage 152 b of the display window 152 and a symbol of “K”186 is stopped in the lower stage 153c of the display window 153.Thereby, the display windows 151 to 153 display a symbol matrix having 3columns/3 rows. In other words, the display windows 151 to 153 form amatrix having nine cells. In the meantime, the symbol matrix is notlimited to 3 columns/3 rows.

It is determined whether a winning combination is formed in accordancewith a relation among the symbols 180 arranged as a result of therearrangement taken place in the base game, and a payout is awarded to aplayer. Meantime, the winning combination will be described later.

In addition, since the same rearrangement is also executed in the bonusgame, the description of the display state of the bonus game is omitted.Meanwhile, in a bonus game, a bonus game start flag that will bedescribed later is not awarded.

In addition, it is determined whether, as a result of the rearrangementin the base game, the rearranged symbols 180 include one or more bonussymbols of “BONUS” 190, and the symbols of “BONUS” 190 form apredetermined arrangement. In this embodiment, it is determined whetherthree or more symbols of “BONUS” 190 are arranged in the display windows151 to 153. When three or more symbols of “BONUS” 190 are arranged, abonus game start flag for starting a bonus game is awarded. Meanwhile,as described above, in a bonus game, even when three or more symbols of“BONUS” 190 are arranged in the display windows 151 to 153, a bonus gamestart flag is not awarded.

As shown in FIG. 3, the bonus game start flags awarded areaccumulatively stored and displayed as a bonus chance in the notifyinginformation display area 160 on the middle liquid crystal display panel5B. The notifying information display area 160 is displayed in the upperleft of the middle liquid crystal display panel 5B and displays, as abonus chance, the number of the bonus game start flags to beaccumulatively stored.

To be more specific, the notifying information display area 160 is anarea that is a frame of a rectangular shape having a horizontallylongitudinal direction and rounded corners, which frame being dividedinto upper and lower parts. A text image showing letters of “BonusChance” is displayed in the upper part of the notifying informationdisplay area 160. The number of the bonus game start flags to beaccumulatively stored is displayed in the lower part of the notifyinginformation display area 160. The number of the bonus game start flagsdisplayed in the notifying information display area 160 is updated onthe basis of the timings at which a bonus game start flag is awarded anda bonus game start flag is used. Meanwhile, the shape of the notifyinginformation display area 160 is not limited to the above shape.

For example, a bonus game start flag is not awarded for the arrangementillustrated in the lower part of FIG. 3 since two symbols of “BONUS” 190are arranged. In other words, the number of the bonus game start flagsdisplayed in the notifying information display area 160 is not updated.

In addition, a bonus game start flag is awarded for the arrangementformed in the display windows 151 to 153 on the middle liquid crystalpanel 5B, as illustrated in the upper part of FIG. 4, since two symbolsof “BONUS” 190 are arranged. As a result, as shown in the lower part ofFIG. 4, the number of the bonus game start flags displayed in thenotifying information display area 160 is updated.

(Symbol, Winning Combination, or the Like)

As shown in FIG. 5, the symbols 180 to be displayed on the displaywindows 151 to 153 of the middle liquid crystal panel 5B constitutesymbol columns in the base game and the bonus game, each symbol columnhaving 22 symbols. The symbols constituting the respective symbolcolumns are given with one code number of 0 to 21, respectively. Each ofthe symbol columns is constituted with a combination of picture symbolsof “SUN” 181, “HEART” 182, “MOON” 183 and “BONUS” 190 and letter symbolsof “J” 184, “Q” 184 and “K” 186.

In addition, for each symbol 180, various winning combinations aredetermined in advance. A winning combination is such a combination thata combination of symbols 180 stopped on the payline L allows a player tobe in an advantageous state. Examples of the advantageous state includesa state in which a coin is paid out as a payout in accordance with thewinning combination, a state in which the number of coins to be paid outis added to the credit value, or the like.

In the meantime, the bonus game is a gaming state that is moreadvantageous than a base game. In this embodiment, the bonus game is agame where more game media can be acquired than the base game. The bonusgame is not particularly limited as long as it is an advantageous gamingstate to the player, i.e., it is more advantageous than the base game.For example, the bonus game may include a state in which a game can beexecuted for a predetermined number of times without betting a coin, astate in which it is possible to obtain a game medium in a higherprobability than in the base game, a state in which fewer game media isconsumed than in the base game, or the like. Specifically, examples ofbonus game include a free game, a second game, a feature game, or thelike.

A winning combination is determined with the symbols 180 that stop onthe payline L which is set on the display windows 151 to 153. As shownin FIG. 6, the paylines L include: a top line 160 b, a center line 160c, and a bottom line 160 d, each of which horizontally traverses threesuccessive symbols 180 horizontally aligned, and a cross down line 160 aand a cross up line 160 e, each of which diagonally traverses threesuccessive symbols 180 diagonally aligned. A winning combination isformed when the same symbols 180 are rearranged on any one of thepaylines 160 a to 160 e.

For example, the arrangement shown in FIG. 6 is formed with threesymbols of “MOON” 183 successively arranged on the center line 160 c. Inother words, a winning combination of “MOON” 183 is formed on the centerline 160 c.

In the meantime, in this embodiment, a payout for a bonus game is set tobe higher than that of a base game even for the same winningcombination. This distinguishes the base game from the bonus game.

In the meantime, a winning combination is not limited to be formed basedon the symbols 180 on the payline L. For example, all the symbols 180 orany one of the symbols 180 may be set as a scatter symbol. To be morespecific, a winning combination may be formed when a predeterminednumber or more of the same scatter symbols are displayed in the displaywindows 151 to 153, and thus allowing a player to be in an advantageousgaming state.

(Mechanical Structure: Schematic Structure)

FIG. 7 is an external perspective view showing an outlined structure ofthe slot machine 1 according to this embodiment. The slot machine 1 isan upright slot machine provided in a game arcade such as a casino. Theslot machine 1 has a cabinet 3 for housing an electrical or a mechanicalpart so as to execute a predetermined game aspect. The cabinet 3 has alonger length in the vertical direction. As a display unit 4 fordisplaying game information based on a game operation by a player, thereare provided an upper variable display unit 4A, a middle variabledisplay unit 4B and a lower variable display unit 4C, for example. Eachof the display units 4A, 4B, and 4C is attached to a front of thelongitudinally long cabinet 3.

The upper variable display unit 4A is a display unit on which a playerfixes the eyes during a unit game, and has a transparent upper liquidcrystal panel 5A that is fixed on to a front door of the cabinet 3. Avariety of effect images are displayed on the upper liquid crystal panel5A during the unit game. For example, an effect of a moving image isperformed on the upper liquid crystal panel 5A when a winning isresulted.

The middle variable display unit 4B is a rotating symbol display panelon which a player always fixes the eyes, and has a transparent middleliquid crystal panel 5B that is fixed on to the front door of thecabinet 3. To the middle liquid crystal panel 5B are provided threedisplay windows 151 to 153 as a display area in which the symbols 180are arranged. Moreover, in an upper part of the middle liquid crystalpanel 5B, a payout-value display unit 8 and a credit-value display unit9 are displayed. A detailed display state of the display windows 151 to153 that are displayed on the middle liquid crystal panel 5B will bedescribed later.

The lower variable display unit 4C has a lower liquid crystal panel 5Cthat displays the number of points recorded in a card, or the number ofpoints of a game. A numerical value displayed on the lower liquidcrystal panel 5C is based on a display result of the middle variabledisplay unit 4B. When a winning combination is formed in the middlevariable display unit 4B, the number of points of a game displayed onthe lower liquid crystal panel 5C is added on the basis of the winningcombination formed. A ticket printer 14 is provided to a left side ofthe lower liquid crystal panel 5C, and a card reader 15 is provided to aright side of the lower liquid crystal panel 5C.

An operation table 10 that protrudes forward from the front face of thecabinet 3 is disposed below the lower variable display unit 4C. On theoperation table 10 are operating buttons 11 arranged as an operatingunit enabling a player to operate a game. To be more specific, theoperating buttons 11 include a start button 23, a change button 24, acashout button 25, a 1-BET button 26, and a MAX-BET button 27. Inaddition, a coin insertion slot 12 and a bill insertion slot 13 areprovided to the operating table 10.

The operating buttons 11 further include a bonus game bet button 28 anda bonus game start button 29.

The start button 23 is a button for inputting an instruction to start avariable display (scroll) of symbols. The change button 24 is a buttonto be used when a player asks a staff in the game arcade for changingmoney. The cashout button 25 is a button for inputting an instruction topay out the number of coins equivalent to the total number of creditsinto a coin receiving portion 19.

The 1-BET button 26 is a button for inputting an instruction to bet onecoin, among the number of coins equivalent to the number of the totalcredits. The MAX-BET button 27 is a button for inputting an instructionto bet the maximum number of coins (for example, 50 coins) allowed forone bet, among the number of coins equivalent to the number of the totalcredits.

The bonus bet button 28 is a button that determines the number of bonusgame start flags to be used for a bonus game. For each time the bonusgame bet button 28 is operated, the number of bonus game start flags tobe bet is incremented. The bonus game start button 29 is a button thatstarts a bonus game by using the number of bonus game start flagsdetermined by an operation of the bonus bet button 28. As the bonus gamestart button 29 is operated, the number of bonus games equivalent to thenumber of the bet bonus game start flags are executed.

Below the operation table 10 is a waist panel 17 disposed. The waistpanel 17 is a plastic panel on which a game-related image is printed.The waist panel 17 is fixed to a lower front door 18 and illuminated bya cold cathode-ray tube. In addition, below the waist panel 17, a coinreceiving portion 19 is disposed. The coin receiving portion 19 collectscoins which are paid out by the coin payout opening 16 on the basis of agame result.

Furthermore, light emitting portions 56 are disposed to the cabinet 3 ofthe slot machine 1 so as to surround a game area including the uppervariable display unit 4A, the middle variable display unit 4B, the lowervariable display unit 4C, and the operation table 10. The light emittingportions 56 are provided to: the side lamps 46 provided to inclinedparts 21, which are protruded in a bow shape at front right and leftends of the cabinet 3 and at side parts over the upper variable displayunit 4A, the middle variable display unit 4B, and the lower variabledisplay unit 4C; speaker lamps 47 that are aligned along arc-shapedspeakers 57, which are sideways protruded at the right and left ends ofthe cabinet 3 adjacent to the operating table 10; under lamps 48 thatare provided to a lower front door 18 and arranged along lower edges ofthe waist panel 17; and top lamps 49 provided above the variable displayunit 4A that include power lamps 49 a which are provided on the left andright sides, and band-shaped lamps 49 b horizontally aligned in themiddle.

(Electrical Structure of the Slot Machine 1)

FIG. 8 is a block diagram showing an electrical structure of the entireslot machine 1. A control unit having the game controller 100illustrated in FIG. 2 is provided to the cabinet 3. As illustrated inFIG. 8, the control unit includes a motherboard 40, a main body PCB(Printed Circuit Board) 60, a gaming board 50, a door PCB 80, andvarious switches and sensors or the like.

The gaming board 50 includes a CPU (Central Processing Unit) 51, a ROM55 and a boot ROM 52 which are connected to each other by an internalbus, a card slot 53S corresponding to a memory card 53, and an IC socket54S corresponding to a GAL (Generic Array Logic) 54.

The memory card 53 stores a game program and a game system programtherein. The game program includes a stop symbol determination program.The stop symbol determination program is for determining a symbol (codenumber corresponding to the symbol) to be stopped on the payline. Thestop symbol determining program includes symbol weight datacorresponding to each of plural payout rate (for example, 80%, 84%,88%). The symbol weight data is data representing a correspondencerelation between the code number of each symbol and one or more randomnumbers belonging to a predetermined numerical range (0 to 256) for eachof the display windows 151 to 153.

In addition, the memory card 53 stores a program that samples a randomnumber (random number sampling program). The random number samplingprogram is read out to the RAM 43 and is executed by the main CPU 41,when a game running process or a bonus game process is executed. In thisembodiment, a random number sampling is executed by a program. However,the invention is not limited thereto. For example, may be provided arandom number generator that generates a random number within apredetermined range, and a sampling circuit that samples any number fromthe random numbers generated by the random number generator 35, may beprovided.

The payout rate is determined on the basis of data for setting a payoutrate, which data is outputted from the GAL 54. A symbol to be stopped isdetermined on the basis of the symbol weight data corresponding to thepayout rate.

Further, the memory card 53 stores various kinds of data used for thegame program and the game system program. For example, the data, whichrepresents a relationship between the random number range and thesymbols 180 displayed on the display windows 151 to 153 of FIG. 1, isstored in a data table form. Further, this data is transmitted to a RAM43 of the motherboard 40 when the game program is executed.

In addition, the memory card 53 is attachable/detachable to/from thecard slot 53S. The card slot 53S is connected to the motherboard 40through an IDE bus. Thus, the gaming board 50 enables types and contentsof games executed in the slot machine 1 to be changed through a changeprocess having the steps of: removing the memory card 53 from the cardslot 53S; writing another game program and game system program into thememory card 53; and inserting the memory card 53 back into the card slot53S.

The game program includes a program according to a game progress, and aprogram for shifting a gaming state to a bonus game. Further, the gamingprogram includes image data and sound data which are output during agame.

The GAL 54 is provided with input and output ports. When data isinputted into the input ports, the GAL 54 outputs data corresponding tothe inputted data from the output ports. The data outputted from theoutput ports is the data for setting a payout rate that has beendescribed above.

The GAL 54 is attachable/detachable to/from the IC socket 54S. The ICsocket 54S is connected to the motherboard 40 through a PCI bus.Accordingly, it is possible to change the data for setting a payout ratethat is outputted from the GAL 54 by detaching the GAL 54 from the ICsocket 54S, rewriting the program stored in the GAL 54, and thenattaching the GAL 54 back to the IC socket 54S.

The CPU 51, the ROM 55 and the boot ROM 52, which are connected to eachother through an internal bus, are connected to the motherboard 40through the PCI bus. The PCI bus carries out a signal transfer betweenthe motherboard 40 and the gaming board 50, and supplies power to thegaming board 50 from the motherboard 40. The ROM 55 stores nationidentification information and an authentication program. The boot ROM52 stores a preliminary authentication program and a program (boot code)enabling the CPU 51 to execute the preliminary authentication program.

The authentication program is a program (falsification check program)for authenticating the game program and the game system program. Theauthentication program is a program for confirming and verifying thatthe game program and the game system program are not falsified. In otherwords, the authentication program is described in accordance with aprocedure for authenticating the game program and the game systemprogram. The preliminary authentication program is a program forauthenticating the authentication program. The preliminaryauthentication program is described in accordance with a procedure forverifying that the authentication program to be authenticated is notfalsified, i.e., for authenticating the authentication program.

The motherboard 40 is provided with a main CPU 41 (controller), a ROM(Read Only Memory) 42, a RAM (Random Access Memory) 43 and acommunication interface 44.

The main CPU 41 functions as a controller for controlling the entireslot machine 1. In particular, the main CPU 41 carries out a control foroutputting a command signal enabling the graphic board 67 to start avariable display in the display windows 151 to 153 when the start button23 is pushed after a credit is bet, or when the bonus game start button29 is pushed after a bonus game start flag is bet. The main CPU 41 alsocarries out a control for determining symbols to be stopped after thevariable display is started, and a control for stopping the determinedsymbols in the display windows 151 to 153.

In other words, the main CPU 41 functions as an arrangement controllerfor selecting and determining symbols to be arranged in a symbol matrixfrom the plural types of symbols, and executing an arrangement controlfor stopping the determined symbols for a rearrangement so as torearrange them as a new symbol matrix after scrolling the plural symbolsto be displayed on the middle liquid crystal panel 5B.

To be more specific, the main CPU 41 functions as the controller 100that executes the processes of: executing the base game; determiningwhether one or more bonus symbols 190 form a predetermined arrangementin the symbol display area 150 as a result of the base game; when theone or more bonus symbols 190 form a predetermined arrangement,accumulatively storing, in the bonus game flag memory, the number ofbonus game start flags for the bonus game according to the arrangement;receiving an input inputted through the bonus game bet button 28 and thebonus game start button 29 at any timing; when the input is a bet on thebonus game, determining whether there are a predetermined number or moreof bonus game start flags for the bonus game; when there are apredetermined number or more of bonus game start flags for the bonusgame (for example, 1 or more), consuming one or more of the bonus gamestart flags for the bonus game and executing the bonus game, based onthe timing at which the input contents are received; updating the numberof bonus game start flags for the bonus game to be displayed on thenotifying information display area 160, based on the timings at whichone or more bonus game start flags for the bonus game are accumulativelystored and consumed.

The ROM 42 stores a program such as BIOS (Basis Input/Output System) tobe executed by the main CPU 41, and data that is permanently used. Whenthe BIOS is executed by the main CPU 41, each of peripheral devices isinitialized and the game program and the game system program stored inthe memory card 53 are read out through the gaming board 50. The RAM 43stores the program or data that is used when the CPU 41 carries out aprocess.

To be more specific, the RAM 43 accumulatively stores one or more bonusgame start flags. In other words, the RAM 43 functions as the bonus gameflag memory.

The communication interface 44 is for communicating with a host computeror the like provided in a game arcade through a communication line. Inaddition, the motherboard 40 is connected to the main body PCB (PrintedCircuit Board) 60 and the door PCB 80 through a USB (Universal SerialBus). Further, the motherboard 40 is connected to a power unit 45. Whenpower is supplied to the motherboard 40 from the power unit 45, the mainCPU 41 of the motherboard 40 is booted, and the power is supplied to thegaming board 50 through the PCI bus to boot the CPU 51.

The main body PCB 60 and the door PCB 80 are connected to a device orapparatus for generating an input signal that is inputted to the mainCPU 41. The main body PCB 60 and the door PCB 80 are also connected to adevice or apparatus that is controlled by the control signal outputtedfrom the main CPU 41. The main CPU 41 executes the game program and thegame system program stored in the RAM 43, based on the input signalinputted to the main CPU 41. Thereby, the main CPU 41 executes theprocesses of: carrying out an arithmetic process and storing a resultthereof in the RAM 43; transmitting a control signal to each device orapparatus as a process of controlling each device or apparatus, or thelike.

The main body PCB 60 is connected to a light emitting portion 56, ahopper 64, a coin detection unit 66, a graphic board 67, a speaker 57, abill validator 58, a ticket printer 14 and a card reader 15. The lightemitting portion 56 includes the lamps including the side lamps 46, thespeaker lamps 47, the under lamps 48 and the top lamps 49, or LEDs.

The turning on and off of the light emitting portion 56 is controlledbased on a control signal outputted from the main CPU 41. The hopper 64is disposed in the cabinet 3, and pays out a predetermined number ofcoins from the coin payout slot 16 to the coin receiving portion 19,based on a control signal outputted from the main CPU 41. The coindetection unit 66 is disposed in the coin payout slot 16, and outputs aninput signal to the main CPU 41 when it detects that a predeterminednumber of coins are paid out from the coin payout slot 16.

The coin detection unit 66 counts the number of coins paid out by thehopper 64, and inputs data including the counted number to the main bodyPCB 60. The main body PCB 60 outputs, based on the data including thecounted number inputted, to the main CPU 41 a signal to notifycompletion of the payout of coins when the number of coins paid outreaches a set payout value.

The graphic board 67 controls image displaying on the upper liquidcrystal panel 5A, the middle liquid crystal panel 5B, and the lowerliquid crystal panel 5C, based on a control signal outputted from themain CPU 41. As shown in FIG. 9, the graphic board 67 has an interfacecircuit 81, an image control CPU 82, an image control work RAM 83, animage control program ROM 84, a VDP (Video Display Processor) 85, animage ROM 86, a video RAM 87, and a drive circuit 88.

The image control CPU 82 receives a control signal outputted from themain CPU 41 through the interface circuit 81. In addition, based on thecontrol signal from the main CPU 41, it determines an image that isdisplayed on the upper liquid crystal panel 5A, the middle liquidcrystal panel 5B and the lower liquid crystal panel 5C, in accordancewith the image control program stored in the image control program ROM84.

The image control program ROM 84 stores an image control program that isrelated to a display on the upper liquid crystal panel 5A, the middleliquid crystal panel 5B and the lower liquid crystal panel 5C, orvarious selection tables. The image control work RAM 83 is structured toserve as a temporary memory means when the image control program isexecuted in the image control CPU 82.

The VDP 85 forms image data according to the contents determined in theimage control CPU 82. The image ROM 86 stores dot data for forming animage such as a symbol 180 or the like. The video RAM 87 serves as atemporary memory means when an image is formed in the VDP 85. The drivecircuit 88 outputs the image data formed by the VDP 85 to the upperliquid crystal panel 5A, the middle liquid crystal panel 5B, and thelower liquid crystal panel 5C. Meantime, the image data that is usedwhen the VDP generates the image data is stored in the memory card 53,and is included in the game program that is read out from the memorycard 53 and temporarily stored in the RAM 43.

The speaker 57 is for outputting a variety of sound effects when variouseffects are carried out on the basis of an output signal from the mainbody PCB 60. The bill validator 58 reads an image of a bill insertedinto the bill insertion slot 13, and receives a genuine bill in thecabinet 3. In addition, when receiving a genuine bill, the billvalidator 58 outputs an input signal to the main CPU 41 based on theamount of the bill. The main CPU 41 stores, in the RAM 43, a creditvalue corresponding to the amount of the bill transmitted through theinput signal.

The ticket printer 14 prints a barcode on a ticket, in which data suchas a credit value stored in the RAM 33, the date and time, or anidentification number of the slot machine 1 is coded, based on thecontrol signal outputted from the main CPU 41. The ticket printer 14then outputs a ticket having the barcode attached thereto.

The card reader 15 reads the data from a smart card and transmits thedata to the main CPU 41. The card reader 15 writes the data to the smartcard based on a control signal from the main CPU 41.

The door PCB 80 is provided with a control panel 20, a reverter 12S, acoin counter 12C, and a cold cathode tube 89. The control panel 20 isprovided with a start switch 23S corresponding to the start button 23, achange switch 24S corresponding to the change button 24, a cashoutswitch 25S corresponding to the cashout button 25, a 1-BET switch 26Scorresponding to the 1-BET button 26 and a MAX-BET switch 27Scorresponding to the MAX-BET button 27. Each of the switches 23S to 27Soutputs an input signal to the main CPU 41 when each of thecorresponding buttons 23 to 27 is operated by a player.

The coin counter 12C is disposed in the coin insertion slot 12, andvalidates whether a coin inserted in the coin insertion slot 21 by theplayer is genuine or not. Anything other than a genuine coin isdischarged from the coin payout slot 16. In addition, the coin counter12C outputs an input signal to the main CPU 41 when detecting a genuinecoin.

The reverter 12S operates on the basis of the control signal outputtedfrom the main CPU 41, and distributes a coin which is recognized asgenuine by the coin counter 12C, to a cash box (not shown) or hopper 64disposed in the slot machine 10. In other words, when the hopper 64 isfilled with coins, a genuine coin is distributed into the cash box bythe reverter 12S. In the mean time, when the hopper 64 is not filledwith coins, the genuine coin is distributed into the hopper 64. The coldcathode tube 89 functions as a backlight provided to rear sides of theupper liquid crystal panel 5A, the middle liquid crystal panel 5B andthe lower liquid crystal panel 5C. The cold cathode tube 89 is turned onbased on the control signal outputted from the main CPU 41.

(Data Table)

Based on FIG. 10, a payout management table will be described. Thepayout management table is stored in the memory card 53 and is read outinto the RAM 43 by the main CPU 41. The payout management table isreferred to when a winning combination is made and a payout is thusawarded to a player in the base game and the bonus game.

The payout management table has a column of winning combinations, acolumn of base game payouts and a column of bonus game payouts. Thecolumn of winning combinations stores symbols that enable a payout to beawarded to a player when a winning combination is made. The column ofbase game payouts stores payouts per 1 BET in a base game, whichcorrespond to the symbols that enable a payout to be awarded. The columnof bonus game payouts stores payouts per 1 BET in a bonus game, whichcorrespond to the symbols that enable a payout to be awarded.

To be more specific, when a symbol of “J” 184 stops on the payline L,five coins (game media) are paid out for one BET in a base game whereasten coins are paid out for one BET in a bonus game. In addition, when asymbol of “Q” 185 stops on the payline L, eight coins are paid out forone BET in a base game whereas sixteen coins are paid out for one BET ina bonus game. In addition, when a symbol of “K” 186 stops on the paylineL, ten coins are paid out for one BET in a base game whereas twentycoins are paid out for one BET in a bonus game. In addition, when asymbol of “MOON” 183 is stops on the payline L, fifteen coins are paidout for one BET in a base game whereas thirty coins are paid out for oneBET in a bonus game. In addition, when a symbol of “SUN” 181 stops onthe payline L, twenty coins are paid out for one BET in a base gamewhereas forty coins are paid out for one BET in a bonus game. Inaddition, when a symbol of “HEART” 182 is stops on the payline L, thirtycoins are paid out for one BET in a base game whereas sixty coins arepaid out for one BET in a bonus game. In addition, when a combination of“BONUS” 190 stops on the payline L, a “bonus game start flag for a bonusgame” is awarded in a base game and one hundred coins are paid out in abonus game. Meantime, the detail of the payout such as the number ofcoins to be paid out are not limited to the above.

(Processing Operation of the Slot Machine 1)

In the followings, a process that is executed in the slot machine 1 willbe described. After the main CPU 41 carries out a booting process, themain CPU 41 reads out the game program stored in the memory card 53, sothat a game is progressed.

(Processing Operation of the Gaming Machine 1: Booting Process)

When power is supplied, the main CPU 41 of the slot machine 1 executes abooting process routine shown in FIG. 12. The booting process is aprocess that is executed by the main board 40 and the gaming board 50.Meantime, it is assumed that the memory card 53 is inserted in the cardslot 53S and the GAL 54 is attached to the IC socket 54S in the gamingboard 50.

First, when power is supplied in a power unit 45, the main board 40 andthe gaming board 50 are started. When the main control board 40 and thegaming board 50 are started, separate processes are carried out inparallel, respectively. In other words, in the gaming board 50, the CPU51 reads out the preliminary authentication program stored in the bootROM 52 and performs a preliminary authentication of confirming andverifying in advance that the authentication program is not falsifiedbefore it is loaded to the main control board 71 (S1). In the meantime,in the main board 40, the main CPU 41 executes the BIOS stored in theROM 42 and develops the compressed data, which is incorporated in theBIOS, into the RAM 43 (S2). Then, the main CPU 41 executes the BIOSdeveloped into the RAM 33 to check and initialize the operations of thevarious peripheral devices (S3).

The main CPU 41 is associated with the ROM 55 of the gaming board 50 viathe PCI bus. The main CPU 41 reads out the authentication program storedin the ROM 55 and stores the authentication program read in the RAM 43(S4). At this time, the main CPU 41 takes a check sum by an ADDSUMmanner (standard check function) in accordance with a standard BIOSfunction of the BIOS, confirms whether the storing is carried outwithout an error and stores the authentication program in the RAM 43.

Then, the main CPU 41 confirms what is associated with the IDE bus,accesses the memory card 53 inserted in the card slot 53S through theIDE bus and reads out the game program and the game system program fromthe memory card 53. In this case, the main CPU 41 reads out the dataconstituting the game program and the game system program, by fourbytes. Continuously, the main CPU 41 performs an authentication ofconfirming and verifying that the game program and the game systemprogram read are not falsified in accordance with the authenticationprogram stored in the RAM 43 (S5).

When the authentication process is properly ended, the main CPU 41writes and stores the game program and the game system program, whichare authentication targets (i.e., which are authenticated), in the RAM43 (S6).

Then, the main CPU 41 accesses the GAL 54 attached to the IC socket 54Sthrough the PCI bus, reads out the data for setting a payout rate andwrites and stores it in the RAM 43 (S7).

Then, the main CPU 41 reads out country identification informationstored in the ROM 55 of the gaming board 50 through the PCI bus andstores the country identification information read in the RAM 43 (S8).

After executing the above processes, the main CPU 41 sequentially readsout and executes the game program and the game system program, therebyperforming an initial process shown in FIG. 12.

(Processing Operation of the Gaming Machine 1: Initial Process)

In the followings, an initial process that is executed in the gamingmachine 1 will be described. When the booting process shown in FIG. 11is ended, the main CPU 41 reads out an initial process routine shown inFIG. 12 from the RAM 43 and executes the initial process routine.

First, operations of work memories such as RAM 43, various sensors, andvarious illuminations are checked (A1). Then, it is determined whetherall check results are normal or not (A2). When it is determined that thecheck results contains an error (A2, NO), an error signal is outputted(A3) and the top lamps 49 or the like are turned on to notify an errorstate (A4), after which this routine is ended.

On the other hand, when it is determined that all check results arenormal (A2, YES), a booting signal is outputted (A5). Then, the gameprogram and the game system program are read out from the RAM 43 (A6).After that, based on the programs read, a demo screen is displayed onthe middle liquid crystal panel 5B or the like (A7), and this routine isended.

(Processing Operation of the Gaming Machine 1: Game Executing Process)

In the followings, a game executing process that is executed by the mainCPU 41 will be described with reference to FIG. 13. In the gameexecuting process routine, the main CPU 41 controls an execution of abase game. When the game executing process routine is carried out, themain CPU 41 determines whether a coin is bet or not (B1). In thisprocess, it is determined whether a signal input by a push of the 1-BETbutton 26 or MAX-BET button 27 is received or not. When it is determinedthat a coin is not bet (B1, NO), the step of B1 is repeated until a coinis bet.

In the meantime, when it is determined that a coin is bet (B1, YES), thecredit-value stored in the RAM 43 is subtracted in accordance with thecoin-number (B2). Meanwhile, when the number of coins bet is greaterthan the credit-value stored in the RAM 43, the step of B2 isre-executed without subtracting the credit-value In addition, when thenumber of coins bet exceeds the upper limit (in this embodiment, 50pieces) allowing a player to bet a coin in a single game, a step of B3is executed without subtracting the credit-value.

Next, it is determined whether the start button is pressed (turned tothe ON state) or not (B3). When it is determined that the start buttonis not pressed (B3, NO), the process is returned to the step of B1. Notethat, when it is determined that the start button is not pressed (forexample, the start button is not in the ON state and an instruction toend the game is inputted), the subtraction result in the step of B2 iscancelled.

On the other hand, when it is determined that the start button ispressed (B3, YES), a symbol determining process is executed (B4). Inother words, nine symbols 190 to stop on the display windows 151 to 153are determined. Note that, the information of the symbols determined istemporarily stored in the RAM 43.

Then, the symbols 180 of the display windows 151 to 153 are scrolled(B5). After the scroll of the symbols 180 is started and then apredetermined time (base time) has elapsed, the scroll display isstopped and the symbol matrix determined in the step of B4 is rearrangedin the display windows 151 to 153 (B6).

After that, it is determined whether a combination is made or not, i.e.,whether a combination of the symbols 180 stopped on the display windows151 to 153 is a winning combination or not (B7).

In the process of B7, when it is determined that the combination is nota winning combination (B7, NO), this routine is ended. In the mean time,when it is determined that the combination is a winning combination (B7,YES), a payout process is executed (B8). In other words, the number ofcoins to be paid out is calculated based on the winning combinationmade.

For calculating the number of coins to be paid out in a base game, thecolumn of base game payouts of the payout management table shown in FIG.10 is referred. For example, as shown in FIG. 6, when a winningcombination of “MOON” 183 is made, the number of pieces paid out for oneBET is fifteen, according to the column of base games, which correspondsto the symbol of “MOON” in the column of winning combinations of thepayout management table. This number of pieces paid out for one BET ismultiplied by the bet-value of a player to calculate the number ofpieces to be actually paid out.

When the coins to be paid out are stored, a predetermined number ofcredits are added to the credit-value stored in the RAM 43. On the otherhand, when the coins are paid out, a control signal is transmitted tothe hopper 64, so that a predetermined number of coins are paid outthrough the coin receiving portion 19.

Then, it is determined whether a predetermined number (three, in thisembodiment) or more symbols of “BONUS” 190 are arranged in the symboldisplay area 150 (display windows 151 to 153) (B9). To be more specific,the number of the symbols of “BONUS” 190 is determined by referring tothe nine symbols 180 to be stopped in the display windows 151 to 153,which are temporarily stored in the RAM 43. When it is determined that apredetermined number or more symbols of “BONUS” 190 are not arranged inthe symbol display area 150 (B9, NO), this routine is ended. On theother hand, when it is determined that a predetermined number or moresymbols of “BONUS” 190 are arranged in the symbol display area 150 (B9,YES), one or more bonus game start flags are accumulatively stored inthe RAM 43 (B10). After that, based on the number of the bonus gamestart flags accumulatively stored, the number of the bonus game startflags of the notifying information display area 160 is updated (B11) andthis routine is ended.

(Processing Operation of the Slot Machine 1: Bonus Game ExecutingProcess)

In the followings, a bonus game executing process routine that isexecuted by the main CPU 41 will be described. In the bonus gameexecuting process routine, the main CPU 41 controls an execution of abonus game. When the bonus game executing process routine is executed,it is determined whether a bonus game start flag is bet or not (C1). Inthis process, it is determined whether an operation signal resultingfrom a push of the bonus game bet button 28 is received or not. When itis determined that a bonus game start flag is not bet (C1, NO), theprocess of C1 is repeated until a bet is made.

On the other hand, when it is determined that a bonus game start flag isbet (C1, YES), the bonus game start flags stored in the RAM 43 issubtracted (C2). In addition, in the process of C2, the number of bonusgame start flags subtracted is stored as a bet flag-number in the RAM43. Note that, when the number of the bonus game start flags bet islarger than the credit-value stored in the RAM 43, the step of C2 isre-executed without subtracting the credit-value.

Then, based on the bonus game start flags subtracted, the number of thebonus game start flags of the notifying information display area 160 isupdated (C25).

Then, it is determined whether the bonus game start button 29 is in theON state (operated) or not (C3). When it is determined that the bonusgame start button 29 is not in the ON state (C3, NO), the process isreturned to C1. Note that, when it is determined that the bonus gamestart button 29 is not in the ON state (for example, the bonus gamestart button 29 is not in the ON state and an instruction to end thegame is inputted), the subtraction result in the step of C2 is canceledand the bet flag-number in the RAM 43 is initialized.

In the meantime, when it is determined that the bonus game start button29 is ON (C3, YES), a symbol determining process is executed (C4). Inother words, nine symbols 180 to stop in the display windows 151 to 153are determined. Meanwhile, the information of the symbols determined istemporarily stored in the RAM 43.

Then, the symbols 180 of the display windows 151 to 153 are scrolled(C5). After a predetermined time (base time) has elapsed since thescroll display was started, the scroll display is stopped and thesymbols determined in the process of C4 are arranged in the displaywindows 151 to 153 (C6).

After that, it is determined whether a combination is made, i.e.,whether a combination of the symbols 180 stopped in the display windows151 to 153 is a winning combination or not (C7).

When it is determined that the combination is a winning combination (C7,YES), a payout process is executed (C8). In other words, the number ofcoins to be paid out is calculated based on the winning combinationmade.

For calculating the number of coins to be paid out in the bonus game,the column of bonus game payouts of the payout management table shown inFIG. 10 is referred. For example, as shown in FIG. 6, when a winningcombination of “MOON” 183 is made, the column of bonus games, whichcorresponds to “MOON” of the column of winning combinations of thepayout management table, is referred to, so that 30 pieces arecalculated as a payout-value.

When the coins to be paid out are stored, a predetermined number ofcredits are added to the credit-value stored in the RAM 43. On the otherhand, when the coins are paid out, a control signal is transmitted tothe hopper 64, so that a predetermined number of coins are paid out tothe coin receiving portion 19.

When it is determined in the process of C7 that the combination is not awinning combination (C7, NO), and after the process of C8, the betflag-number stored in the RAM 43 is subtracted by one (C9). Then, it isdetermined whether the bet flag-number stored in the RAM 43 is zero ornot (C10). When the bet flag-number is not zero (C10, NO), the processesof C4 to C9 are repeated. When the bet flag-number is zero (C10, YES),this routine is ended. In other words, the bonus game is executed thenumber of times corresponding to the number of the bonus game startflags bet.

Note that, in this embodiment, the bonus game start flag is set as thespecial game start flag of the invention. However, the invention is notlimited thereto. For example, a credit for starting a special game(special game credit) may be adopted in place of the special game startflag.

Thus, a player can play a bonus game only by using one or more bonusgame start flags that are acquired in the base game when one or morebonus symbols 190 form a predetermined arrangement in the symbol displayarea 150. Furthermore, the player can use the bonus game start flags toplay a bonus game at any timing. As a result, the player can play thebonus game at a timing that the player desires and this relieves stress.Hence, a game can be continuously played.

In addition, one or more bonus game start flags are awarded when one ormore bonus symbols 190 form a predetermined arrangement. Thus, theplayer is able to fix the eyes on the one or more bonus symbols 190while focusing on the base game. An entertainment characteristic is thusimproved.

In addition, the number of bonus game start flags to be displayed on thenotifying information display is updated based on the timings at whichone or more of bonus game start flags are accumulatively stored andconsumed. Thus, the player can easily recognize the number of bonus gamestart flags. In addition, player's desire to continue collecting morebonus game start flags, is further increased.

Second Embodiment

In the followings, an example will be specifically described in whichthe above gaming machine is applied to a slot machine 201.

A second embodiment of the invention will be described. Meantime, thesame members as in the first embodiment are indicated by the samereference numerals and the description thereof will be omitted.

(Display State)

FIG. 15 illustrates an example of a display state of the display windows151, 152, 153 on the middle liquid crystal panel 5B in a operationprocess of a slot machine 201 and the playing method thereof. In steadof a bonus game star flag used in the first embodiment, the slot machine201 of this embodiment uses a bonus game credit when executing a bonusgame.

A bonus game credit is awarded to a player when a predetermined numberof symbols of “BONUS” 190 of the symbols 180 are arranged in the displaywindows 151, 152, 153 in a base game. Here, “award” means that one ormore credits are accumulatively stored in the RAM 43.

As shown in FIG. 16, the one or more bonus game credits awarded areaccumulatively stored and displayed in the notifying information displayarea 260 on the middle liquid crystal panel 5B, as a bonus chance. Thenotifying information display area 260 is displayed in the upper leftpart of the middle liquid crystal panel 5B, and displays the number ofbonus credits to be accumulatively stored as one or more bonus credits.

To be more specific, the notifying information display area 260 is anarea that is a rectangular-shaped frame having a horizontallylongitudinal direction and rounded corners, which frame being dividedinto upper and lower parts. A text image showing letters of “BonusCredit” is displayed in the upper part of the notifying informationdisplay area 260. The number of bonus game credits to be accumulativelystored is displayed in the lower part of the notifying informationdisplay area 160. The number of the bonus game start flags displayed onthe notifying information display area 260, is updated on the basis ofthe timings at which one or more bonus game credits are awarded, and oneor more of the bonus game credits are used. Meanwhile, the shape of thenotifying information display area 260 is not limited to the aboveshape.

Meanwhile, since the other display states are same as those in the firstembodiment, the description thereof is omitted.

(Mechanical Structure: Schematic Structure)

The mechanical structure of the slot machine 201 has the same structureas the first embodiment. However, the slot machine 201 is different inthat the bonus game bet button 28 and the bonus game start button 29 beta bonus game credit, thereby starting a bonus game.

To be more specific, the bonus game bet button 28 is a button thatdetermines the number of bonus game credits to be used in a bonus game.For each time the bonus game bet button 28 is operated, the number ofbonus game credits to be bet is changed between “10” and “20.” The bonusgame start button 29 is a button that starts a bonus game by using oneor more of the bonus game credits determined by an operation of thebonus game bet button 28. The number of bonus games corresponding to thenumber of bonus game credits is executed by an operation of the bonusstart button 29.

In this embodiment, the slot machine 201 has a first bonus game and asecond bonus game. In other words, when “10” is bet from the creditvalue for a bonus game, a first bonus game is executed. When “20” is betfrom the credit value for a bonus game, a second bonus game is executed.

(Electrical Structure of the Slot Machine 201)

The electrical structure of the slot machine 201 has the same structureas the first embodiment except that the slot machine 201 appliesdifferent payouts for the first and second bonus games.

FIG. 16 shows a payout management table that is used in this embodiment.The payout management table is stored in the memory card 53, and readout in the RAM 43 by the main CPU 41. The payout management table isreferred to when a winning combination is formed and a payout is thusawarded to a player in the base game and the bonus game.

The payout management table has a column of winning combinations, acolumn of base game payouts, a column of first bonus game payouts, and acolumn of second bonus game payouts. The column of winning combinationsstores symbols that enable a payout to be awarded to a player when thosesymbols form a winning combination. The column of base game payoutsstores payouts per one bet in a base game, which correspond to thesymbols that enable a payout to be awarded. The column of first bonusgame payouts stores payouts per one bet in a first bonus game, whichcorrespond to the symbols that enable a payout to be awarded. The columnof second bonus game payouts stores payouts per one bet in a secondbonus game, which correspond to the symbols that enable a payout to beawarded.

To be more specific, when a symbol of “J” 184 stops on the payline L,five coins (game media) are paid out for one bet in a base game, tencoins are paid out for one bet in a first bonus game, and twenty-fivecoins are paid out for one bet in a second bonus game. In addition, whena symbol of “Q” 185 stops on the payline L, eight coins are paid out forone bet in a base game, sixteen coins are paid out for one bet in afirst bonus game, and forty coins are paid out for one bet in a secondbonus game. In addition, when a symbol of “K” 186 stops on the paylineL, ten coins are paid out for one bet in a base game, twenty coins arepaid out for one bet in a first bonus game, and fifty coins are paid outfor one bet in a second bonus game.

In addition, when a symbol of “MOON” 183 stops on the payline L, fifteencoins are paid out for one bet in a base game, thirty coins are paid outfor one bet in a first bonus game, and seventy-five coins are paid outfor one bet in a second bonus game. In addition, when a symbol of “SUN”181 stops on the payline L, twenty coins are paid out for one bet in abase game, forty coins are paid out for one bet in a first bonus game,and a hundred coins are paid out for one bet in a second bonus game. Inaddition, when a symbol of “HEART” 182 stops on the payline L, thirtycoins are paid out for one bet in a base game, sixty coins are paid outfor one bet in a first bonus game, and a hundred fifty coins are paidout for one bet in a second bonus game.

In addition, when a symbol of “BONUS” 190 stops on the payline L, a“bonus game credit” is awarded in a base game, a hundred coins are paidout in a first bonus game, and two hundred fifty coins are paid out in asecond bonus game. Meantime, the payout contents such as the number ofcoins to be paid out are not limited to the above.

(Processing Operation of the Slot Machine 201)

In the followings, a processing operation of the slot machine 201different from the first embodiment will be described.

(Processing Operation of the Gaming Machine 201: Game Executing Process)

A game executing process routine executed by the main CPU 41 will bedescribed with reference to FIG. 17. In the game executing processroutine, an execution of a base game is controlled by the main CPU 41.When the game executing process routine is carried out, it is determinedwhether a coin is bet or not (D1). In this process, it is determinedwhether a signal input by a push of the 1-BET button 26 or MAX-BETbutton 27 is received or not. When it is determined that a coin is notbet (D1, NO), the step of B1 is repeated until a coin is bet.

In the meantime, when it is determined that a coin is bet (D1, YES), thecredit-value stored in the RAM 43 is subtracted in accordance with thecoin-number (D2). Meanwhile, when the number of coins bet is greaterthan the credit-value stored in the RAM 43, the step of D2 isre-executed without subtracting the credit-value. In addition, when thenumber of coins bet exceeds the upper limit (in this embodiment, 50pieces) allowing a player to bet a coin in a single game, a step of D3is executed without subtracting the credit-value.

Next, it is determined whether the start button is pressed (turned tothe ON state) or not (D3). When it is determined that the start buttonis not pressed (D3, NO), the process is returned to the step of D1.Meanwhile, when it is determined that the start button is not pressed(for example, the start button is not in the ON state and an instructionto end the game is inputted), the subtraction result in the step of D2is canceled.

On the other hand, when it is determined that the start button ispressed (D3, YES), a symbol determining process is executed (D4). Inother words, nine symbols 190 to stop on the display windows 151 to 153are determined. Note that, the information of the symbols determined istemporarily stored in the RAM 43.

Then, the symbols 180 of the display windows 151 to 153 are scrolled(D5). After the scroll of the symbols 180 is started and then apredetermined time (base time) has elapsed, the scroll display isstopped and the symbol matrix determined in the step of D4 is rearrangedin the display windows 151 to 153 (D6).

After that, it is determined whether a combination is made or not, i.e.,whether a combination of the symbols 180 stopped on the display windows151 to 153 is a winning combination or not (D7).

In the process of D7, when it is determined that the combination is nota winning combination (D7, NO), this routine is ended. In the mean time,when it is determined that the combination is a winning combination (D7,YES), a payout process is executed (D8). In other words, the number ofcoins to be paid out is calculated based on the winning combinationmade.

For calculating the number of coins to be paid out in a base game, thecolumn of base game payouts of the payout management table shown in FIG.16 is referred. For example, as shown in FIG. 6, when a winningcombination of “MOON” 183 is made, the number of pieces paid out for oneBET is fifteen, according to the column of base games, which correspondsto the symbol of “MOON” in the column of winning combinations of thepayout management table. This number of pieces paid out for one BET ismultiplied by the bet-value of a player to calculate the number ofpieces to be actually paid out.

When the coins to be paid out are stored, a predetermined number ofcredits are added to the credit-value stored in the RAM 43. On the otherhand, when the coins are paid out, a control signal is transmitted tothe hopper 64, so that a predetermined number of coins are paid outthrough the coin receiving portion 19.

Then, it is determined whether a predetermined number (three, in thisembodiment) or more symbols of “BONUS” 190 are arranged in the symboldisplay area 150 (display windows 151 to 153) (D9). To be more specific,the number of the symbols of “BONUS” 190 is determined by referring tothe nine symbols 180 to be stopped in the display windows 151 to 153,which are temporarily stored in the RAM 43. When it is determined that apredetermined number or more symbols of “BONUS” 190 are not arranged inthe symbol display area 150 (D9, NO), this routine is ended. On theother hand, when it is determined that a predetermined number or moresymbols of “BONUS” 190 are arranged in the symbol display area 150 (D9,YES), one or more bonus game credits are accumulatively stored in theRAM 43 (D10) After that, based on the number of the bonus game creditsaccumulatively stored, the number of the bonus game credits of thenotifying information display area 160 is updated (D11) and this routineis ended.

(Processing Operation of the Slot Machine 201: Bonus Game ExecutingProcess)

In the followings, a bonus game executing process routine that isexecuted by the main CPU 41 will be described. In the bonus gameexecuting process routine, the main CPU 41 controls an execution of abonus game. When the bonus game executing process routine is executed,it is determined whether a bonus game credit is bet or not (E1). In thisprocess, it is determined whether an operation signal resulting from apush of the bonus game bet button 28 is received or not. When it isdetermined that a bonus game credit is not bet (E1, NO), the process ofC1 is repeated until a bet is made.

On the other hand, when it is determined that a bonus game credit is bet(E1, YES), a bet type determining process is executed (E15). To be morespecific, based on an operation signal resulting from a push of thebonus game bet button 28, it is determined whether it is a bet on afirst bonus game or a bet on a second bonus game, and a result of thedetermination is stored in the RAM 43, as a bet type.

Then, the bonus game credits stored in the RAM 43 is subtracted inaccordance with the bet type stored in the RAM 43 (E2). To be morespecific, when the bet type is a bet on the first bonus game, “10” issubtracted from the bonus game credits stored in the RAM 43. When thebet type is a bet on the second bonus game, “20” is subtracted from thebonus game credits stored in the RAM 43. Note that, when the number ofthe bonus game credits, which is necessary for the bet type to be bet,is larger than the number of bonus game credits stored in the RAM 43, abet on each bonus game cannot be made.

For example, when the bonus game credits stored in the RAM 43 are “15,”a bet on the second bonus game cannot be made. When the bonus gamecredits stored in the RAM 43 are “5,” a bet on the first bonus game andthe second bonus game cannot be made.

Then, based on the bonus game credits subtracted, the number of thebonus game credits of the notifying information display area 160 isupdated (E25).

Then, it is determined whether the bonus game start button 29 is in theON state (operated) or not (E3). When it is determined that the bonusgame start button 29 is not in the ON state (E3, NO), the process isreturned to E1. Note that, when it is determined that the bonus gamestart button 29 is not in the ON state (for example, the bonus gamestart button 29 is not in the ON state and an instruction to end thegame is inputted), the subtraction result in the step of E2 is canceledand the bet type in the RAM 43 is initialized.

In the meantime, when it is determined that the bonus game start button29 is ON (E3, YES), a symbol determining process is executed (E4). Inother words, nine symbols 180 to stop in the display windows 151 to 153are determined. Meanwhile, the information of the symbols determined istemporarily stored in the RAM 43.

Then, the symbols 180 of the display windows 151 to 153 are scrolled(E5). After a predetermined time (base time) has elapsed since thescroll display was started, the scroll display is stopped and thesymbols determined in the process of E4 are arranged in the displaywindows 151 to 153 (E6).

After that, it is determined whether a combination is made, i.e.,whether a combination of the symbols 180 stopped in the display windows151 to 153 is a winning combination or not (E7).

When it is determined in the process of C7 that the combination is awinning combination (E7, YES), a payout process is executed (E8). Inother words, the number of coins to be paid out is calculated based onthe winning combination made.

For calculating the payout-value in the bonus game, the column of firstbonus game payouts or the column of first bonus game payouts of thepayout management table shown in FIG. 16 is referred. Which one of thecolumn of first bonus game payouts and the column of first bonus gamepayouts is referred to is determined, according to the bet types storedin the RAM 43.

For example, as shown in FIG. 6, when a winning combination of “MOON”183 is made and a bet type is a bet on the “first bonus game,” thecolumn of first bonus games, which corresponds to “MOON” of the columnof winning combinations of the payout management table, is referred to.In addition, when a winning combination of “MOON” 183 is made and a bettype is a bet on the “second bonus game,” the column of second bonusgames, which corresponds to “MOON” of the column of winning combinationsof the payout management table, is referred to.

In the above case, when the bet type is on the “first bonus game,” apayout-value is “30” pieces, and when the bet type is on the “secondbonus game,” a payout-value is “75” pieces.

When the coins to be paid out are stored, a predetermined number ofcredits are added to the credit-value stored in the RAM 43. On the otherhand, when the coins are paid out, a control signal is transmitted tothe hopper 64, so that a predetermined number of coins are paid out tothe coin receiving portion 19.

When it is determined in the process of E7 that the combination is not awinning combination (E7, NO), and after the process of C8, the bet typestored in the RAM 43 is initialized (E9) and this routine is ended.

Thus, a player can play a bonus game only by using one or more bonusgame credits that are acquired in the base game when one or more bonussymbols 190 form a predetermined arrangement in the symbol display area150. Furthermore, the player can use the bonus game credits to play abonus game at any timing. As a result, the player can play the bonusgame at a timing that the player desires and this relieves stress.Hence, a game can be continuously played.

In addition, one or more bonus game credits are awarded when one or morebonus symbols 190 form a predetermined arrangement. Thus, the player isable to fix the eyes on the one or more bonus symbols 190 while focusingon the base game. An entertainment characteristic is thus improved.

In addition, the number of bonus game credits to be displayed on thenotifying information display is updated based on the timings at whichone or more of bonus game credits are accumulatively stored andconsumed. Thus, the player can easily recognize the number of bonus gamecredits. In addition, player's desire to continue collecting more bonusgame credits, is further increased.

Furthermore, with the first and second bonus games which respectivelyrequires different bet-values of the bonus game credits, a player isable to suitably play a bonus game, according to the bonus game creditspossessed by a player.

In addition, with the second bonus game in which the bet of the bonusgame credits is larger but a payout rate is higher than in the firstbonus game, the continuous desire of the player to collect more bonusgame credits is further improved.

Note that, the bonus games in the first and second embodiment are notlimited to the above mentioned games. For example, a free game, a secondgame having a different game type may be possible.

In addition, in the first and second embodiments, the base game and thebonus game are a so-called slot game in which the symbols are variablydisplayed and a payout is awarded in accordance with a stop result ofthe variable display. However, the invention is not limited thereto. Forexample, a roulette game is possible and a game that virtually executesa horse race, a motorboat race, a bicycle race or the like is alsopossible.

In addition, the update timing of the notifying information display area160 and the notifying information display area 260 is not limited to theexamples of the first and second embodiment.

Although the above descriptions have been provided with regard to thecharacteristic parts so as to understand the invention more easily, theinvention is not limited to the embodiment as described above and can beapplied to the other embodiments and the applicable scope should beconstrued as broadly as possible. Furthermore, the terms and phraseologyused in the specification have been used to correctly illustrate theinvention, not to limit it. In addition, it will be understood by thoseskilled in the art that the other structures, systems, methods or thelike included in the spirit of the invention can be easily derived fromthe spirit of the invention described in the specification. Accordingly,it should be considered that the invention covers equivalent structuresthereof without departing from the spirit and scope of the invention asdefined in the following claims. Further, the abstract is provided sothat an intellectual property office and a general public institution orone skilled in the art who is not familiar with patent and legal orprofessional terminology can quickly analyze the technical features andessences of the invention through a simple investigation. Accordingly,the abstract is not intended to limit the scope of the invention thatshould be evaluated by the claims. In addition, it is required tosufficiently refer to the documents that have been already disclosed, soas to fully understand the objects and effects of the invention.

The above descriptions include a process that is executed on a computeror computer network. The above descriptions and expressions have beenprovided so that the one skilled in the art can understand the inventionmost effectively. In the specification, the respective steps used toinduce one result or blocks having a predetermined processing functionshould be understood as a process having no self-contradiction. Inaddition, the electrical or magnetic signal is transmitted/received andwritten in the respective steps or blocks. Although the processes in therespective steps or blocks embody the signal as a bit, value, symbolcharacter, term, number or the like, it should be noted that these havebeen used for the convenience of descriptions. Further, although theprocesses in the respective steps or blocks have been often described asan expression common to a human action, the process described in thespecification is executed by a variety of devices in principle. Inaddition, the other structures necessary for the respective steps orblocks are apparent from the above descriptions.

1. A gaming machine comprising: a special game flag memory thataccumulatively stores the number of special game start flags which areawarded when a base game executed in response to a player's bet yields apredetermined result; an input device that receives an input by theplayer; and a controller that carries out the steps of: (a1) executingthe base game; (a2) when the base game yields a predetermined result,accumulatively storing, in the special game flag memory, the number ofspecial game start flags according to the result; (a3) receiving aninput inputted through the input device at any timing; (a4) when theinput is a bet on a special game different from the base game,determining whether there are a predetermined number or more of specialgame start flags; and (a5) when there are a predetermined number or moreof special game start flags, consuming one or more of the special gamestart flags and executing the special game, based on the timing at whichthe input is received.
 2. A gaming machine comprising: a special gameflag memory that accumulatively stores one or more special game creditsfor a special game different from a base game executed in response to aplayer's bet, which are awarded when the base game yields apredetermined result; an input device that receives an input by theplayer; and a controller that carries out the steps of: (b1) executingthe base game; (b2) when the base game yields a predetermined result,accumulatively storing, in the special game flag memory, one or morespecial game credits according to the result; (b3) receiving an inputinputted through the input device at any timing; (b4) when the input isa bet on the special game, determining whether there are a predeterminednumber or more of special game credits; and (b5) when there are apredetermined number or more of special game credits, consuming one ormore of the special game credits and executing the special game, basedon the timing at which the input is received.
 3. A gaming machinecomprising: a symbol display area in which a plurality of symbolsincluding one or more special symbols are arranged; a special game flagmemory that accumulatively stores one or more special game credits for aspecial game different from a base game which is executed in response toa player's bet and which awards a payout in accordance with a relationamong the symbols arranged, the special game credits being awarded whenthe one or more special symbols form a predetermined arrangement in thesymbol display area as a result of the base game; an input device thatreceives an input by the player; and a controller that carries out thesteps of: (c1) executing the base game; (c2) determining whether the oneor more special symbols form a predetermined arrangement in the symboldisplay area as a result of the base game; (c3) when the one or morespecial symbols form a predetermined arrangement, accumulativelystoring, in the special game flag memory, one or more special gamecredits according to the arrangement; (c4) receiving an input inputtedthrough the input device at any timing; (c5) when the input is a bet onthe special game, determining whether there are a predetermined numberor more of special game credits; and (c6) when there are a predeterminednumber or more of special game credits, consuming one or more of thespecial game credits and executing the special game, based on the timingat which the input is received.
 4. A gaming machine comprising: aspecial game flag memory that accumulatively stores one or more specialgame credits for a special game different from a base game which isexecuted in response to a player's bet, which are awarded when the basegame yields a predetermined result; a notifying information display areathat displays the number of special game credits to be stored in thespecial game flag memory; an input device that receives an input by theplayer; and a controller that carries out the steps of: (d1) executingthe base game; (d2) when the base game yields a predetermined result,accumulatively storing, in the special game flag memory, one or morespecial game credits according to the result; (d3) receiving an inputinputted through the input device at any timing; (d4) when the input isa bet on the special game, determining whether there are a predeterminednumber or more of special game credits; (d5) when there are apredetermined number or more of special game credits, consuming one ormore of the special game credits and executing the special game, basedon the timing at which the input is received; and (d6) updating thenumber of special game credits to be displayed in the notifyinginformation display area, based on the timings at which the one or moreof the special game credits are accumulatively stored and consumed.
 5. Agaming machine comprising: a symbol display area in which a plurality ofsymbols including one or more special symbols are arranged; a base gamethat is executed in response to a player's bet, and awards a payout inaccordance with a relation among the symbols arranged; a special gamedifferent from the base game; a special game flag memory thataccumulatively stores one or more special game credits for a specialgame different from a base game which is executed in response to aplayer's bet and which awards a payout in accordance with a relationamong the symbols arranged, the special game credits being awarded whenthe special symbols form a predetermined arrangement in the symboldisplay area as a result of the base game; a notifying informationdisplay area that displays the number of special game credits to bestored in the special game flag memory; an input device that receives aninput by the player; and a controller that carries out the steps of:(e1) executing the base game; (e2) determining whether the one or morespecial symbols form a predetermined arrangement in the symbol displayarea, as a result of the base game; (e3) when the special symbols form apredetermined arrangement, accumulatively storing, in the special gameflag memory, one or more special game credits according to thearrangement; (e4) receiving an input inputted through the input deviceat any timing; (e5) when the input is a bet on the special game,determining whether there are a predetermined number or more of specialgame credits; (e6) when there are a predetermined number or more ofspecial game credits, consuming one or more of the special game creditsand executing the special game, based on the timing at which the inputis received; and (e7) updating the number of special game credits to bedisplayed in the notifying information display area, based on thetimings at which the one or more of the special game credits areaccumulatively stored and consumed.
 6. A playing method of a gamingmachine having a base game executed in response to a player's bet; aspecial game flag memory that accumulatively stores one or more specialgame credits for a special game different from a base game which isexecuted in response to a player's bet, the special game credits beingawarded when the base game yields a predetermined result; and an inputdevice that receives an input by the player, the playing methodcomprises the steps of: (f1) executing the base game; (f2) when the basegame yields a predetermined result, accumulatively storing, in thespecial game flag memory, one or more special game credits according tothe result; (f3) receiving an input inputted through the input device atany timing; (f4) when the input is a bet on the special game,determining whether there are a predetermined number or more of specialgame credits; and (f5) when there are a predetermined number or more ofspecial game credits, consuming one or more of the special game creditsand executing the special game, based on the timing at which the inputis received.